<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
    <!-- Items -->
    <item>
        <name>Mind Carapace Chain Mail</name>
        <type>HA</type>
        <magic>1</magic>
        <detail>uncommon (requires attunement by a specific individual)</detail>
        <weight>55</weight>
        <text>Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.</text>
        <text />
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <ac>17</ac>
        <strength>13</strength>
        <stealth>1</stealth>
    </item>
    <item>
        <name>Mind Carapace Plate Armor</name>
        <type>HA</type>
        <magic>1</magic>
        <detail>uncommon (requires attunement by a specific individual)</detail>
        <weight>65</weight>
        <text>Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.</text>
        <text />
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <ac>19</ac>
        <strength>15</strength>
        <stealth>1</stealth>
    </item>
    <item>
        <name>Mind Carapace Ring Mail</name>
        <type>HA</type>
        <magic>1</magic>
        <detail>uncommon (requires attunement by a specific individual)</detail>
        <weight>40</weight>
        <text>Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.</text>
        <text />
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <ac>15</ac>
        <strength></strength>
        <stealth>1</stealth>
    </item>
    <item>
        <name>Mind Carapace Splint Armor</name>
        <type>HA</type>
        <magic>1</magic>
        <detail>uncommon (requires attunement by a specific individual)</detail>
        <weight>60</weight>
        <text>Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.</text>
        <text />
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <ac>18</ac>
        <strength>15</strength>
        <stealth>1</stealth>
    </item>
    <item>
        <name>Mind Blade Greatsword</name>
        <type>M</type>
        <magic>1</magic>
        <detail>rare (requires attunement by a specific individual)</detail>
        <weight>6</weight>
        <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.</text>
        <text>    </text>
        <text>Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.</text>
        <text>    </text>
        <text>Two-Handed: This weapon requires two hands when you attack with it.</text>
        <text />
        <text>Proficiency: martial, greatsword</text>
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <dmg1>2d6</dmg1>
        <dmg2></dmg2>
        <dmgType>S</dmgType>
        <property>M,H,2H</property>
        <range></range>
        <roll>2d6</roll>
    </item>
    <item>
        <name>Mind Blade Longsword</name>
        <type>M</type>
        <magic>1</magic>
        <detail>rare (requires attunement by a specific individual)</detail>
        <weight>3</weight>
        <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.</text>
        <text>    </text>
        <text>Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property &#8212; the damage when the weapon is used with two hands to make a melee attack.</text>
        <text />
        <text>Proficiency: martial, longsword</text>
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <dmg1>1d8</dmg1>
        <dmg2>1d10</dmg2>
        <dmgType>S</dmgType>
        <property>M,V</property>
        <range></range>
        <roll>2d6</roll>
    </item>
    <item>
        <name>Mind Blade Rapier</name>
        <type>M</type>
        <magic>1</magic>
        <detail>rare (requires attunement by a specific individual)</detail>
        <weight>2</weight>
        <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.</text>
        <text>    </text>
        <text>Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</text>
        <text />
        <text>Proficiency: martial, rapier</text>
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <dmg1>1d8</dmg1>
        <dmg2></dmg2>
        <dmgType>P</dmgType>
        <property>M,F</property>
        <range></range>
        <roll>2d6</roll>
    </item>
    <item>
        <name>Mind Blade Scimitar</name>
        <type>M</type>
        <magic>1</magic>
        <detail>rare (requires attunement by a specific individual)</detail>
        <weight>3</weight>
        <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.</text>
        <text>    </text>
        <text>Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</text>
        <text>    </text>
        <text>Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.</text>
        <text />
        <text>Proficiency: martial, scimitar</text>
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <dmg1>1d6</dmg1>
        <dmg2></dmg2>
        <dmgType>S</dmgType>
        <property>M,F,L</property>
        <range></range>
        <roll>2d6</roll>
    </item>
    <item>
        <name>Mind Blade Shortsword</name>
        <type>M</type>
        <magic>1</magic>
        <detail>rare (requires attunement by a specific individual)</detail>
        <weight>2</weight>
        <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.</text>
        <text>    </text>
        <text>Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</text>
        <text>    </text>
        <text>Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.</text>
        <text />
        <text>Proficiency: martial, shortsword</text>
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <dmg1>1d6</dmg1>
        <dmg2></dmg2>
        <dmgType>P</dmgType>
        <property>M,F,L</property>
        <range></range>
        <roll>2d6</roll>
    </item>
    <item>
        <name>Mind Lash</name>
        <type>M</type>
        <magic>1</magic>
        <detail>rare (requires attunement by a mind flayer)</detail>
        <weight>3</weight>
        <text>In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
        <text>    </text>
        <text>Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</text>
        <text>    </text>
        <text>Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.</text>
        <text />
        <text>Proficiency: martial, whip</text>
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <dmg1>1d4</dmg1>
        <dmg2></dmg2>
        <dmgType>S</dmgType>
        <property>M,F,R</property>
        <range></range>
        <roll>2d4</roll>
    </item>
    <item>
        <name>Shield of Far Sight</name>
        <type>S</type>
        <magic>1</magic>
        <detail>rare</detail>
        <weight>6</weight>
        <text>A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.</text>
        <text>    If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.</text>
        <text />
        <text>Source: Volo's Guide to Monsters, p. 81</text>
        <ac>2</ac>
        <strength></strength>
        <stealth></stealth>
    </item>
    
    <!-- Races -->
    <race>
        <name>Aasimar, Fallen</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Cha 2, Str 1</ability>
        <spellAbility>Charisma</spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Celestial Resistance</name>
            <text>You have resistance to necrotic damage and radiant damage.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Healing Hands</name>
            <text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Light Bearer</name>
            <text>You know the light cantrip. Charisma is your spellcasting ability for it.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Celestial.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Necrotic Shroud</name>
            <text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.</text>
            <text>    Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.</text>
            <text>    Once you use this trait, you can't use it again until you finish a long rest.</text>
            <text>     </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
    </race>
    <race>
        <name>Aasimar, Protector</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Cha 2, Wis 1</ability>
        <spellAbility>Charisma</spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Celestial Resistance</name>
            <text>You have resistance to necrotic damage and radiant damage.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Healing Hands</name>
            <text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Light Bearer</name>
            <text>You know the light cantrip. Charisma is your spellcasting ability for it.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Celestial.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Radiant Soul</name>
            <text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.</text>
            <text>    Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</text>
            <text>    Once you use this trait, you can't use it again until you finish a long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
    </race>
    <race>
        <name>Aasimar, Scourge</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Cha 2, Con 1</ability>
        <spellAbility>Charisma</spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Celestial Resistance</name>
            <text>You have resistance to necrotic damage and radiant damage.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Healing Hands</name>
            <text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Light Bearer</name>
            <text>You know the light cantrip. Charisma is your spellcasting ability for it.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Celestial.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
        <trait>
            <name>Radiant Consumption</name>
            <text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.</text>
            <text>    Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</text>
            <text>    Once you use this trait, you can't use it again until you finish a long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 105</text>
        </trait>
    </race>
    <race>
        <name>Bugbear</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Str 2, Dex 1</ability>
        <spellAbility></spellAbility>
        <proficiency>Stealth</proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Long-Limbed</name>
            <text>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Powerful Build</name>
            <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
                    <special>powerful build</special>
        </trait>
        <trait>
            <name>Sneaky</name>
            <text>You are proficient in the Stealth skill.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Surprise Attack</name>
            <text>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Goblin.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
    </race>
    <race>
        <name>Firbolg</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Wis 2, Str 1</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Firbolg Magic</name>
            <text>You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 107</text>
        </trait>
        <trait>
            <name>Hidden Step</name>
            <text>As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 107</text>
        </trait>
        <trait>
            <name>Powerful Build</name>
            <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 107</text>
                    <special>powerful build</special>
        </trait>
        <trait>
            <name>Speech of Beast and Leaf</name>
            <text>You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 107</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common, Elvish, and Giant.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 107</text>
        </trait>
    </race>
    <race>
        <name>Goblin</name>
        <size>S</size>
        <speed>30</speed>
        <ability>Dex 2, Con 1</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Fury of the Small</name>
            <text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Nimble Escape</name>
            <text>You can take the Disengage or Hide action as a bonus action on each of your turns.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Goblin.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
    </race>
    <race>
        <name>Goliath</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Str 2, Con 1</ability>
        <spellAbility></spellAbility>
        <proficiency>Athletics</proficiency>
        <trait>
            <name>Natural Athlete</name>
            <text>You have proficiency in the Athletics skill.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 109</text>
            <text>        Elemental Evil Player's Companion, p. 11</text>
        </trait>
        <trait>
            <name>Stone's Endurance</name>
            <text>You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 109</text>
            <text>        Elemental Evil Player's Companion, p. 11</text>
        </trait>
        <trait>
            <name>Powerful Build</name>
            <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 109</text>
            <text>        Elemental Evil Player's Companion, p. 11</text>
                    <special>powerful build</special>
        </trait>
        <trait>
            <name>Mountain Born</name>
            <text>You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 109</text>
            <text>        Elemental Evil Player's Companion, p. 11</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Giant.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 109</text>
            <text>        Elemental Evil Player's Companion, p. 11</text>
        </trait>
    </race>
    <race>
        <name>Hobgoblin</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Con 2, Int 1</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Martial Training</name>
            <text>You are proficient with two martial weapons of your choice and with light armor.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Saving Face</name>
            <text>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Goblin.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
    </race>
    <race>
        <name>Kenku</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Dex 2, Wis 1</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Expert Forgery</name>
            <text>You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 111</text>
        </trait>
        <trait>
            <name>Kenku Training</name>
            <text>You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 111</text>
        </trait>
        <trait>
            <name>Mimicry</name>
            <text>You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 111</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can read and write Common and Auran, but you can speak only using your Mimicry trait</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 111</text>
        </trait>
    </race>
    <race>
        <name>Kobold</name>
        <size>S</size>
        <speed>30</speed>
        <ability>Dex 2, Str -2</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Grovel, Cower, and Beg</name>
            <text>As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you uses this trait, you can&#8217;t use it again until you finish a short or long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Pack Tactics</name>
            <text>You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Draconic.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 119</text>
        </trait>
    </race>
    <race>
        <name>Lizardfolk</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Con 2, Wis 1</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Swim Speed</name>
            <text>You have a swimming speed of 30 feet.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Bite</name>
            <text>Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Cunning Artisan</name>
            <text>As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Hold Breath</name>
            <text>You can hold your breath for up to 15 minutes at a time.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Hunter's Lore</name>
            <text>You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Natural Armor</name>
            <text>You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Hungry Jaws</name>
            <text>In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Draconic.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 113</text>
        </trait>
    </race>
    <race>
        <name>Orc</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Str 2, Con 1, Int -2</ability>
        <spellAbility></spellAbility>
        <proficiency>Intimidation</proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Menacing</name>
            <text>You are trained in the Intimidation skill.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Powerful Build</name>
            <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
                    <special>powerful build</special>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Orc.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
    </race>
    <race>
        <name>Tabaxi</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Dex 2, Cha 1</ability>
        <spellAbility></spellAbility>
        <proficiency>Perception, Stealth</proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 115</text>
        </trait>
        <trait>
            <name>Feline Agility</name>
            <text>Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 115</text>
        </trait>
        <trait>
            <name>Cat's Claws</name>
            <text>Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 115</text>
        </trait>
        <trait>
            <name>Cat's Talents</name>
            <text>You have proficiency in the Perception and Stealth skills.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 115</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and one other language of your choice.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 115</text>
        </trait>
    </race>
    <race>
        <name>Triton</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Str 1, Cha 1, Con 1</ability>
        <spellAbility></spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Swim Speed</name>
            <text>You have a swimming speed of 30 feet.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 118</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>You can breathe air and water.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 118</text>
        </trait>
        <trait>
            <name>Control Air and Water</name>
            <text>A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 118</text>
        </trait>
        <trait>
            <name>Emissary of the Sea</name>
            <text>Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 118</text>
        </trait>
        <trait>
            <name>Guardians of the Depths</name>
            <text>Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 118</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Primordial.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 118</text>
        </trait>
    </race>
    <race>
        <name>Yuan-ti Pureblood</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Cha 2, Int 1</ability>
        <spellAbility>Charisma</spellAbility>
        <proficiency></proficiency>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can&#8217;t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>You have advantage on saving throws against spells and other magical effects.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Poison Immunity</name>
            <text>You are immune to poison damage and the poisoned condition.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common, Abyssal, and Draconic.</text>
            <text> </text>
            <text>Source: Volo's Guide to Monsters, p. 120</text>
        </trait>
    </race>
    
    <!-- Monsters -->
    <monster>
        <name>Abjurer</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>84 (13d8+26)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>14</con><int>18</int><wis>12</wis><cha>11</cha>
        <save>Int +8, Wis +5</save>
        <skill>Arcana +8, History +8</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 209</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost</text>
            <text>     </text>
            <text>1st level {4 slots): alarm*, mage armor, magic missile, shield*</text>
            <text>     </text>
            <text>2nd level (3 slots): arcane lock*, invisibility</text>
            <text>     </text>
            <text>3rd level (3 slots): counterspell*, dispel magic*, fireball</text>
            <text>     </text>
            <text>4th level (3 slots): banishment*, stoneskin*</text>
            <text>     </text>
            <text>5th level (2 slots): cone of cold, wall of force</text>
            <text>     </text>
            <text>6th level (1 slot): flesh to stone, globe of invulnerability*</text>
            <text>     </text>
            <text>7th level (1 slot): symbol* teleport</text>
            <text>     </text>
            <text>*Abjuration spell of 1st level or higher</text>
        </trait>
        <trait>
            <name>Arcane Ward</name>
            <text>The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|3|1d6-1</attack>
            <attack>Two Handed|3|1d8-1</attack>
        </action>
        <spells>blade ward. dancing lights, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol teleport</spells>
        <slots>4, 3, 3, 3, 2, 1, 1</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Alhoon</name>
        <size>M</size>
        <type>undead</type>
        <alignment>any evil alignment</alignment>
        <ac>15 (natural armor)</ac>
        <hp>120 (16d8+48)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>12</dex><con>16</con><int>19</int><wis>17</wis><cha>17</cha>
        <save>Con +7, Int +8, Wis +7, Cha +7</save>
        <skill>Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5</skill>
        <resist>cold, lightning, necrotic</resist>
        <vulnerable></vulnerable>
        <immune>poison; bludgeoning, piercing, and slashing from nonmagical attacks</immune>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <passive>17</passive>
        <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
        <cr>10</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 172</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The alhoon has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The alhoon&#8217;s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
            <text>     </text>
            <text>At will: detect thoughts, levitate</text>
            <text>     </text>
            <text>1/day each: dominate monster, plane shift (self only)</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp</text>
            <text>     </text>
            <text>1st level (4 slots): detect magic, disguise self, magic missile, shield</text>
            <text>     </text>
            <text>2nd level (3 slots): invisibility, mirror image, scorching ray</text>
            <text>     </text>
            <text>3rd level (3 slots): counterspell, fly, lightning bolt</text>
            <text>     </text>
            <text>4th level (3 slots): confusion, Evard&#8217;s black tentacles, phantasmal killer</text>
            <text>     </text>
            <text>5th level (2 slots): modify memory, wall of force</text>
            <text>     </text>
            <text>6th level (1 slot): disintegrate, globe of invulnerability</text>
        </trait>
        <trait>
            <name>Turn Resistance</name>
            <text>The alhoon has advantage on saving throws against any effect that turns undead.</text>
        </trait>
        <action>
            <name>Chilling Grasp</name>
            <text>Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.</text>
            <attack>Chilling Grasp|8|3d6</attack>
        </action>
        <action>
            <name>Mind Blast (Recharge 5-6)</name>
            <text>The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Mind Blast| |4d8+4</attack>
        </action>
        <spells>detect thoughts, levitate, dominate monster, plane shift, chill touch, dancing lights, mage hand, prestidigitation, shocking grasp, detect magic, disguise self, magic missile, shield, invisibility, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, Evard&#8217;s black tentacles, phantasmal killer, modify memory, wall of force, disintegrate, globe of invulnerability</spells>
        <slots>4, 3, 3, 3, 2, 1</slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Annis Hag</name>
        <size>L</size>
        <type>fey</type>
        <alignment>chaotic evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>75 (10d10+20)</hp>
        <speed>40 ft.</speed>
        <str>21</str><dex>12</dex><con>14</con><int>13</int><wis>14</wis><cha>15</cha>
        <save>Con +5</save>
        <skill>Deception +5, Perception +5</skill>
        <resist>cold; bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>15</passive>
        <languages>Common, Giant, Sylvan</languages>
        <cr>6</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 159</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The hag&#8217;s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:</text>
            <text>     </text>
            <text>3/day each: disguise self (including the form of a Medium humanoid), fog cloud</text>
        </trait>
        <trait>
            <name>Hag Coven</name>
            <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
            <text>    A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
        </trait>
        <trait>
            <name>Shared Spellcasting (Coven Only)</name>
            <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: </text>
            <text>    </text>
            <text>&#8226; 1st level (4 slots): identify, ray of sickness </text>
            <text>    </text>
            <text>&#8226; 2nd level (3 slots): hold person, locate object </text>
            <text>    </text>
            <text>&#8226; 3rd level (3 slots): bestow curse, counterspell, lightning bolt </text>
            <text>    </text>
            <text>&#8226; 4th level (3 slots): phantasmal killer, polymorph </text>
            <text>    </text>
            <text>&#8226; 5th level (2 slots): contact other plane, scrying </text>
            <text>    </text>
            <text>&#8226; 6th level (1 slot): eyebite</text>
            <text>    </text>
            <text>    For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.</text>
        </trait>
        <trait>
            <name>Hag Eye (Coven Only)</name>
            <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
            <text>    A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
        </trait>
        <trait>
            <name>Variant: Death Coven</name>
            <text>For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
            <text>     </text>
            <text>1st level (4 slots): false life, inflict wounds</text>
            <text>     </text>
            <text>2nd level (3 slots): gentle repose, ray of enfeeblement</text>
            <text>     </text>
            <text>3rd level (3 slots): animate dead, revivify, speak with dead</text>
            <text>     </text>
            <text>4th level (3 slots): blight, death ward</text>
            <text>     </text>
            <text>5th level (2 slots): contagion, raise dead</text>
            <text>     </text>
            <text>6th level (1 slot): circle of death</text>
        </trait>
        <trait>
            <name>Variant: Nature Coven</name>
            <text>For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
            <text>     </text>
            <text>1st level (4 slots): entangle, speak with animals</text>
            <text>     </text>
            <text>2nd level (3 slots): flaming sphere, moonbeam, spike growth</text>
            <text>     </text>
            <text>3rd level (3 slots): call lightning, plant growth</text>
            <text>     </text>
            <text>4th level (3 slots): dominate beast, grasping vine</text>
            <text>     </text>
            <text>5th level (2 slots): insect plague, tree stride</text>
            <text>     </text>
            <text>6th level (1 slot): wall of thorns</text>
        </trait>
        <trait>
            <name>Variant: Prophecy Coven</name>
            <text>For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
            <text>     </text>
            <text>1st level (4 slots): bane, bless</text>
            <text>     </text>
            <text>2nd level (3 slots): augury, detect thoughts</text>
            <text>     </text>
            <text>3rd level (3 slots): clairvoyance, dispel magic, nondetection</text>
            <text>     </text>
            <text>4th level (3 slots): arcane eye, locate creature</text>
            <text>     </text>
            <text>5th level (2 slots): geas, legend lore</text>
            <text>     </text>
            <text>6th level (1 slot): true seeing</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The annis makes three attacks: one with her bite and two with her claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.</text>
            <attack>Bite|8|3d6+5</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.</text>
            <attack>Claw|8|3d6+5</attack>
        </action>
        <action>
            <name>Crushing Hug</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag&#8217;s turns. The hag can&#8217;t make attacks while grappling a creature in this way.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <attack>Crushing Hug|8|9d6+5</attack>
            <attack>Per Turn| |9d6+5</attack>
        </action>
        <spells>disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
        <slots></slots>
        <environment>hill, mountain</environment>
    </monster>
    <monster>
        <name>Apprentice Wizard</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>10</ac>
        <hp>9 (2d8)</hp>
        <speed>30 ft.</speed>
        <str>10</str><dex>10</dex><con>10</con><int>14</int><wis>10</wis><cha>11</cha>
        <save></save>
        <skill>Arcana +4, History +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 209</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): fire bolt, mending, prestidigitation</text>
            <text>     </text>
            <text>1st level (2 slots): burning hands, disguise self, shield</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage.</text>
            <attack>Dagger|2|1d4</attack>
        </action>
        <spells>fire bolt, mending, prestidigitation, burning hands, disguise self, shield</spells>
        <slots>2</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Archdruid</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>16 (hide armor, shield)</ac>
        <hp>132 (24d8+24)</hp>
        <speed>30 ft.</speed>
        <str>10</str><dex>14</dex><con>12</con><int>12</int><wis>20</wis><cha>11</cha>
        <save>Int +5, Wis +9</save>
        <skill>Medicine +9, Nature +5, Perception +9</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>19</passive>
        <languages>Druidic plus any two languages</languages>
        <cr>12</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 210</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): druidcraft, mending, poison spray, produce flame</text>
            <text>     </text>
            <text>1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals</text>
            <text>     </text>
            <text>2nd level (3 slots): animal messenger, beast sense, hold person</text>
            <text>     </text>
            <text>3rd level (3 slots): conjure animals, meld into stone, water breathing</text>
            <text>     </text>
            <text>4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire</text>
            <text>     </text>
            <text>5th level (3 slots): commune with nature, mass cure wounds, tree stride</text>
            <text>     </text>
            <text>6th level (1 slot): heal, heroes&#8217; feast, sunbeam</text>
            <text>     </text>
            <text>7th level (1 slot): fire storm</text>
            <text>     </text>
            <text>8th level (1 slot): animal shapes</text>
            <text>     </text>
            <text>9th level (1 slot): foresight</text>
        </trait>
        <action>
            <name>Scimitar</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text>
            <attack>Scimitar|6|1d6+2</attack>
        </action>
        <action>
            <name>Change Shape (2/Day)</name>
            <text>The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.</text>
            <text>    While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.</text>
            <text>    The new form&#8217;s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.</text>
        </action>
        <spells>druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight</spells>
        <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
        <environment>forest, mountain, swamp, underwater</environment>
    </monster>
    <monster>
        <name>Archer</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>16 (studded leather armor)</ac>
        <hp>75 (10d8+30)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>18</dex><con>16</con><int>11</int><wis>13</wis><cha>10</cha>
        <save></save>
        <skill>Acrobatics +6, Perception +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>15</passive>
        <languages>any one language (usually Common)</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 210</text>
        </trait>
        <trait>
            <name>Archer's Eye</name>
            <text>As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.</text>
        </trait>
        <action>
            <name>Multiattack </name>
            <text>The archer makes two attacks with its longbow.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Shortsword|6|1d6+4</attack>
        </action>
        <action>
            <name>Longbow</name>
            <text>Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.</text>
            <attack>Longbow|6|1d8+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, urban</environment>
    </monster>
    <monster>
        <name>Aurochs</name>
        <size>L</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>11 (natural armor)</ac>
        <hp>38 (4d10+16)</hp>
        <speed>50 ft.</speed>
        <str>20</str><dex>10</dex><con>19</con><int>2</int><wis>12</wis><cha>5</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages></languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 207</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <attack>Charge||2d8</attack>
        </trait>
        <action>
            <name>Gore</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text>
            <attack>Gore|7|2d8+5</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>grassland, hill, mountain</environment>
    </monster>
    <monster>
        <name>Babau</name>
        <size>M</size>
        <type>fiend (demon)</type>
        <alignment>chaotic evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>82 (11d8+33)</hp>
        <speed>40 ft.</speed>
        <str>19</str><dex>16</dex><con>16</con><int>11</int><wis>12</wis><cha>13</cha>
        <save></save>
        <skill>Perception +5, Stealth +5</skill>
        <resist>cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>15</passive>
        <languages>Abyssal</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 136</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: darkness, dispel magic, fear, heat metal, levitate</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage.</text>
            <attack>Claw|6|1d8+4</attack>
        </action>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack.</text>
            <attack>One Handed|6|1d6+4</attack>
            <attack>Two Handed|6|1d8+4</attack>
        </action>
        <action>
            <name>Weakening Gaze</name>
            <text>The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
        </action>
        <spells>darkness, dispel magic, fear, heat metal, levitate</spells>
        <slots></slots>
        <environment>underdark, urban</environment>
    </monster>
    <monster>
        <name>Bael</name>
        <size>L</size>
        <type>fiend (devil)</type>
        <alignment>lawful evil</alignment>
        <ac>18 (plate)</ac>
        <hp>189 (18d10+90)</hp>
        <speed>30 ft.</speed>
        <str>24</str><dex>17</dex><con>20</con><int>21</int><wis>24</wis><cha>24</cha>
        <save>Dex +9, Con +11, Int +11, Cha +13</save>
        <skill>Intimidation +13, Perception +13, Persuasion +13</skill>
        <resist>cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren&#8217;t silvered</resist>
        <vulnerable></vulnerable>
        <immune>fire, poison</immune>
        <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <passive>23</passive>
        <languages>all, telepathy 120 ft.</languages>
        <cr>19</cr>
        <trait>
            <name>Source</name>
            <text>Mordenkainen's Tome of Foes, p.170</text>
        </trait>
        <trait>
            <name>Dreadful</name>
            <text>Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image </text>
            <text>     </text>
            <text>3/day each: counterspell, dispel magic, fly, suggestion, wall of fire </text>
            <text>     </text>
            <text>1/day each: dominate monster, symbol (stunning only).</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Bael fails a saving throw, he can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Bael has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Magic Weapons</name>
            <text>Bael's weapon attacks are magical.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Bael makes two melee attacks.</text>
        </action>
        <action>
            <name>Hellish Morningstar</name>
            <text>Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.</text>
            <attack>Hellish Morningstar|13|2d8+7+3d8</attack>
        </action>
        <action>
            <name>Infernal Command</name>
            <text>Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.</text>
        </action>
        <action>
            <name>Teleport</name>
            <text>Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</text>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn.</text>
        </legendary>
        <legendary>
            <name>Attack (Costs 2 Actions)</name>
            <text>Bael attacks once with his hellish morningstar.</text>
        </legendary>
        <legendary>
            <name>Awaken Greed</name>
            <text>Bael casts charm person or major image.</text>
        </legendary>
        <legendary>
            <name>Infernal Command</name>
            <text>Bael uses his Infernal Command action.</text>
        </legendary>
        <legendary>
            <name>Teleport</name>
            <text>Bael uses his Teleport action.</text>
        </legendary>
        <spells>alter self, animate dead, charm person, detect magic, inflict wounds, invisibility, major image, counterspell, dispel magic, fly, suggestion, wall of fire, dominate monster, symbol</spells>
        <slots></slots>
    </monster>
    <monster>
        <name>Balhannoth</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>chaotic evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>114 (12d10+48)</hp>
        <speed>25 ft., climb 25 ft.</speed>
        <str>17</str><dex>8</dex><con>18</con><int>6</int><wis>15</wis><cha>8</cha>
        <save>Con +8</save>
        <skill>Perception +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>blinded</conditionImmune>
        <senses>blindsight 500 ft. (blind beyond this radius)</senses>
        <passive>16</passive>
        <languages>understands Deep Speech, telepathy 1 mile</languages>
        <cr>11</cr>
        <trait>
            <name>Source</name>
            <text>Mordenkainen's Tome of Foes, p.118</text>
        </trait>
        <trait>
            <name>Legendary Resistance (2/Day)</name>
            <text>If the balhannoth fails a saving throw, it can choose to succeed instead.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.</text>
            <attack>Bite|7|4d10+3</attack>
        </action>
        <action>
            <name>Tentacle</name>
            <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Tentacle|7|2d6+3</attack>
        </action>
        <action>
            <name>Lair Actions</name>
            <text>When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:</text>
            <text>     </text>
            <text>&#8226; The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.</text>
            <text>     </text>
            <text>&#8226; The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.</text>
            <text>     </text>
            <text>&#8226; The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.</text>
            <text>    </text>
            <text>Invisible:</text>
            <text>&#8226; An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.</text>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Bite Attack</name>
            <text>The balhannoth makes one bite attack against one creature it has grappled.</text>
        </legendary>
        <legendary>
            <name>Teleport</name>
            <text>The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.</text>
        </legendary>
        <legendary>
            <name>Vanish</name>
            <text>The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.</text>
        </legendary>
        <spells></spells>
        <slots></slots>
    </monster>
    <monster>
        <name>Banderhobb</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>neutral evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>84 (8d10+40)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>12</dex><con>20</con><int>11</int><wis>14</wis><cha>8</cha>
        <save></save>
        <skill>Athletics +8, Stealth +7</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>charmed, frightened</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>12</passive>
        <languages>understands Common and the languages of its creator, but can't speak</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 122</text>
        </trait>
        <trait>
            <name>Resonant Connection</name>
            <text>If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb.</text>
        </trait>
        <trait>
            <name>Shadow Stealth</name>
            <text>While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Bite|8|5d6+5</attack>
        </action>
        <action>
            <name>Tongue</name>
            <text>Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.</text>
            <attack>Tongue|8|3d6</attack>
        </action>
        <action>
            <name>Swallow</name>
            <text>The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.</text>
            <text>     The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.</text>
            <text>    </text>
            <text>Blinded:</text>
            <text>&#8226; A blinded creature can't see and automatically fails any ability check that requires sight.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Swallow||3d6</attack>
        </action>
        <action>
            <name>Shadow Step</name>
            <text>The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Bard</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>15 (chain shirt)</ac>
        <hp>44 (8d8+8)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>14</dex><con>12</con><int>10</int><wis>13</wis><cha>14</cha>
        <save>Dex +4, Wis +3</save>
        <skill>Acrobatics +4, Perception +5, Performance +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>15</passive>
        <languages>any two languages</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 211</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): friends, mage hand, vicious mockery</text>
            <text>     </text>
            <text>1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave</text>
            <text>     </text>
            <text>2nd level (3 slots): invisibility, shatter</text>
        </trait>
        <trait>
            <name>Song of Rest</name>
            <text>The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.</text>
        </trait>
        <trait>
            <name>Taunt (2/day)</name>
            <text>The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.</text>
        </trait>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Shortsword|4|1d6+2</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Shortbow|4|1d6+2</attack>
        </action>
        <spells>friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter</spells>
        <slots>4, 3</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Barghest</name>
        <size>L</size>
        <type>fiend (shapechanger)</type>
        <alignment>neutral evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>90 (12d10+24)</hp>
        <speed>60 ft. (30 ft.in goblin form)</speed>
        <str>19</str><dex>15</dex><con>14</con><int>13</int><wis>12</wis><cha>14</cha>
        <save></save>
        <skill>Deception +4, Intimidation +4, Perception +5, Stealth +4</skill>
        <resist>cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune>acid, poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>blindsight 60 ft., darkvision 60 ft.</senses>
        <passive>15</passive>
        <languages>Abyssal, Common, Goblin, Infernal, telepathy 60 ft.</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 123</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.</text>
        </trait>
        <trait>
            <name>Fire Banishment</name>
            <text>When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.</text>
        </trait>
        <trait>
            <name>Keen Smell</name>
            <text>The barghest has advantage on Wisdom (Perception) checks that rely on smell.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components::</text>
            <text>     </text>
            <text>&#8226; At will: levitate, minor illusion, pass without trace</text>
            <text>     </text>
            <text>&#8226; 1/day each: charm person, dimension door, suggestion</text>
        </trait>
        <trait>
            <name>Soul Feeding</name>
            <text>A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.</text>
            <text>    While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.</text>
            <attack>Bite|6|2d8+4</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.</text>
            <attack>Claws|6|1d8+4</attack>
        </action>
        <spells>levitate, minor illusion, pass without trace, charm person, dimension door, suggestion</spells>
        <slots></slots>
        <environment>forest, grassland, hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Bheur Hag</name>
        <size>M</size>
        <type>fey</type>
        <alignment>chaotic evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>91 (14d8+28)</hp>
        <speed>30 ft.</speed>
        <str>13</str><dex>16</dex><con>14</con><int>12</int><wis>13</wis><cha>16</cha>
        <save>Wis +4</save>
        <skill>Nature +4, Perception +4, Stealth +6, Survival +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>cold</immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>14</passive>
        <languages>Auran, Common, Giant</languages>
        <cr>7</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 160</text>
        </trait>
        <trait>
            <name>Graystaff Magic</name>
            <text>The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.</text>
        </trait>
        <trait>
            <name>Ice Walk</name>
            <text>The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn&#8217;t cost her extra moment.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The hag&#8217;s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: hold person,* ray of frost</text>
            <text>     </text>
            <text>3/day each: cone of cold,* ice storm*, wall of ice*</text>
            <text>     </text>
            <text>1/day each: control weather</text>
        </trait>
        <trait>
            <name>Hag Coven</name>
            <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
            <text>    A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
        </trait>
        <trait>
            <name>Shared Spellcasting (Coven Only)</name>
            <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: </text>
            <text>    </text>
            <text>&#8226; 1st level (4 slots): identify, ray of sickness </text>
            <text>    </text>
            <text>&#8226; 2nd level (3 slots): hold person, locate object </text>
            <text>    </text>
            <text>&#8226; 3rd level (3 slots): bestow curse, counterspell, lightning bolt </text>
            <text>    </text>
            <text>&#8226; 4th level (3 slots): phantasmal killer, polymorph </text>
            <text>    </text>
            <text>&#8226; 5th level (2 slots): contact other plane, scrying </text>
            <text>    </text>
            <text>&#8226; 6th level (1 slot): eyebite</text>
            <text>    </text>
            <text>    For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.</text>
        </trait>
        <trait>
            <name>Hag Eye (Coven Only)</name>
            <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
            <text>    A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
        </trait>
        <trait>
            <name>Variant: Death Coven</name>
            <text>For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
            <text>     </text>
            <text>1st level (4 slots): false life, inflict wounds</text>
            <text>     </text>
            <text>2nd level (3 slots): gentle repose, ray of enfeeblement</text>
            <text>     </text>
            <text>3rd level (3 slots): animate dead, revivify, speak with dead</text>
            <text>     </text>
            <text>4th level (3 slots): blight, death ward</text>
            <text>     </text>
            <text>5th level (2 slots): contagion, raise dead</text>
            <text>     </text>
            <text>6th level (1 slot): circle of death</text>
        </trait>
        <trait>
            <name>Variant: Nature Coven</name>
            <text>For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
            <text>     </text>
            <text>1st level (4 slots): entangle, speak with animals</text>
            <text>     </text>
            <text>2nd level (3 slots): flaming sphere, moonbeam, spike growth</text>
            <text>     </text>
            <text>3rd level (3 slots): call lightning, plant growth</text>
            <text>     </text>
            <text>4th level (3 slots): dominate beast, grasping vine</text>
            <text>     </text>
            <text>5th level (2 slots): insect plague, tree stride</text>
            <text>     </text>
            <text>6th level (1 slot): wall of thorns</text>
        </trait>
        <trait>
            <name>Variant: Prophecy Coven</name>
            <text>For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
            <text>     </text>
            <text>1st level (4 slots): bane, bless</text>
            <text>     </text>
            <text>2nd level (3 slots): augury, detect thoughts</text>
            <text>     </text>
            <text>3rd level (3 slots): clairvoyance, dispel magic, nondetection</text>
            <text>     </text>
            <text>4th level (3 slots): arcane eye, locate creature</text>
            <text>     </text>
            <text>5th level (2 slots): geas, legend lore</text>
            <text>     </text>
            <text>6th level (1 slot): true seeing</text>
        </trait>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.</text>
            <attack>Slam|4|2d8+1+1d6</attack>
        </action>
        <action>
            <name>Maddening Feast</name>
            <text>The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag&#8217;s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature&#8217;s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature&#8217;s saving throw is successful or the effect ends for it, the creature is immune to the hag&#8217;s Maddening Feast for the next 24 hours.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
            <text>    </text>
            <text>Incapacitated:</text>
            <text>&#8226; An incapacitated creature can't take actions or reactions.</text>
        </action>
        <spells>hold person, ray of frost, cone of cold, ice storm, wall of ice, control weather, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
        <slots></slots>
        <environment>arctic</environment>
    </monster>
    <monster>
        <name>Black Guard Drake</name>
        <size>M</size>
        <type>dragon</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d8+21)</hp>
        <speed>30 ft., swim 30 ft.</speed>
        <str>16</str><dex>11</dex><con>16</con><int>4</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist>acid</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Draconic but can't speak it</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 158</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The guard drake can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The drake attacks twice, once with its bite and once with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text>
            <attack>Bite|5|1d8+3</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Tail|5|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>swamp, urban</environment>
    </monster>
    <monster>
        <name>Blackguard</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any non-good alignment</alignment>
        <ac>18 (plate)</ac>
        <hp>153 (18d8+72)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>11</dex><con>18</con><int>11</int><wis>14</wis><cha>15</cha>
        <save>Wis +5, Cha +5</save>
        <skill>Athletics +7, Deception +5, Intimidation +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>12</passive>
        <languages>any one language (usually Common)</languages>
        <cr>8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 211</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared:</text>
            <text>     </text>
            <text>1st level (4 slots): command, protection from evil and good, thunderous smite</text>
            <text>     </text>
            <text>2nd level (3 slots): branding smite, find steed</text>
            <text>     </text>
            <text>3rd level (2 slots): blinding smite, dispel magic</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The blackguard makes three attacks with its glaive or its shortbow.</text>
        </action>
        <action>
            <name>Glaive</name>
            <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.</text>
            <attack>Glaive|7|1d10+4</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Shortbow|3|1d6+2</attack>
        </action>
        <action>
            <name>Dreadful Aspect (Recharges after a Short or Long Rest)</name>
            <text>The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </action>
        <spells>command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic</spells>
        <slots>4, 3, 2</slots>
        <environment>underdark, urban</environment>
    </monster>
    <monster>
        <name>Blue Guard Drake</name>
        <size>M</size>
        <type>dragon</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d8+21)</hp>
        <speed>30 ft., burrow 20 ft.</speed>
        <str>16</str><dex>11</dex><con>16</con><int>4</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist>lightning</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Draconic but can't speak it</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 158</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The drake attacks twice, once with its bite and once with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text>
            <attack>Bite|5|1d8+3</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Tail|5|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, urban</environment>
    </monster>
    <monster>
        <name>Bodak</name>
        <size>M</size>
        <type>undead</type>
        <alignment>chaotic evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>58 (9d8+18)</hp>
        <speed>30 ft.</speed>
        <str>15</str><dex>16</dex><con>15</con><int>7</int><wis>12</wis><cha>12</cha>
        <save></save>
        <skill>Perception +4, Stealth +6</skill>
        <resist>cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune>lightning, poison</immune>
        <conditionImmune>charmed, frightened, poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>14</passive>
        <languages>Abyssal, the languages it knew in life</languages>
        <cr>6</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 127</text>
        </trait>
        <trait>
            <name>Aura of Annihilation</name>
            <text>The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.</text>
        </trait>
        <trait>
            <name>Death Gaze</name>
            <text>When a creature that can see the bodak&#8217;s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.</text>
            <text>    Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.</text>
        </trait>
        <trait>
            <name>Sunlight Hypersensitivity</name>
            <text>The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <action>
            <name>Fist</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage.</text>
            <attack>Fist|5|1d4+2+2d8</attack>
        </action>
        <action>
            <name>Withering Gaze</name>
            <text>One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.</text>
            <attack>Withering Gaze||4d10</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>swamp, underdark, urban</environment>
    </monster>
    <monster>
        <name>Boggle</name>
        <size>S</size>
        <type>fey</type>
        <alignment>chaotic neutral</alignment>
        <ac>14</ac>
        <hp>18 (4d6+4)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>8</str><dex>18</dex><con>13</con><int>6</int><wis>12</wis><cha>7</cha>
        <save></save>
        <skill>Perception +3, Sleight of Hand +6, Stealth +6</skill>
        <resist>fire</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Sylvan</languages>
        <cr>1/8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 128</text>
        </trait>
        <trait>
            <name>Boggle Oil</name>
            <text>The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.</text>
            <text>     </text>
            <text>Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.</text>
            <text>     </text>
            <text>Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <trait>
            <name>Dimensional Rift</name>
            <text>As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as &#8220;30 feet straight up&#8221;). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.</text>
        </trait>
        <trait>
            <name>Uncanny Smell</name>
            <text>The boggle has advantage on Wisdom (Perception) checks that rely on smell.</text>
        </trait>
        <action>
            <name>Pummel</name>
            <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.</text>
            <attack>Pummel|1|1d6-1</attack>
        </action>
        <action>
            <name>Oil Puddle</name>
            <text>The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.</text>
            <text>    If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.</text>
            <text>    If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, hill, underdark, urban</environment>
    </monster>
    <monster>
        <name>Brontosaurus</name>
        <size>G</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>15 (natural armor)</ac>
        <hp>121 (9d20+27)</hp>
        <speed>30 ft.</speed>
        <str>21</str><dex>9</dex><con>17</con><int>2</int><wis>10</wis><cha>7</cha>
        <save>Con +6</save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages></languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 139</text>
        </trait>
        <action>
            <name>Stomp</name>
            <text>Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <attack>Stomp|8|5d8+5</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.</text>
            <attack>Tail|8|6d8+5</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland</environment>
    </monster>
    <monster>
        <name>Catoblepas</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>84 (8d10+40)</hp>
        <speed>30 ft.</speed>
        <str>19</str><dex>12</dex><con>21</con><int>3</int><wis>14</wis><cha>8</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages></languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 129</text>
        </trait>
        <trait>
            <name>Keen Smell</name>
            <text>The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.</text>
        </trait>
        <trait>
            <name>Stench</name>
            <text>Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature&#8217;s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Tail|7|5d6+4</attack>
        </action>
        <action>
            <name>Death Ray (Recharge 5-6)</name>
            <text>The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.</text>
            <attack>Death Ray||8d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>swamp</environment>
    </monster>
    <monster>
        <name>Cave Fisher</name>
        <size>M</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>16 (natural armor)</ac>
        <hp>58 (9d8+18)</hp>
        <speed>20 ft., climb 20 ft.</speed>
        <str>16</str><dex>13</dex><con>14</con><int>3</int><wis>10</wis><cha>3</cha>
        <save></save>
        <skill>Perception +2, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 60 ft.</senses>
        <passive>12</passive>
        <languages></languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 130</text>
        </trait>
        <trait>
            <name>Adhesive Filament</name>
            <text>The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
        </trait>
        <trait>
            <name>Flammable Blood</name>
            <text>If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The cave fisher makes two attacks with its claws.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.</text>
            <attack>Claw|5|2d6+3</attack>
        </action>
        <action>
            <name>Filament</name>
            <text>One creature grappled by the cave fisher&#8217;s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can&#8217;t extrude another filament.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Champion</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>18 (plate)</ac>
        <hp>143 (22d8+44)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>15</dex><con>14</con><int>10</int><wis>14</wis><cha>12</cha>
        <save>Str +9, Con +6</save>
        <skill>Athletics +9, Intimidation +5, Perception +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>16</passive>
        <languages>any one language (usually Common)</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 212</text>
        </trait>
        <trait>
            <name>Indomitable (2/Day)</name>
            <text>The champion rerolls a failed saving throw.</text>
        </trait>
        <trait>
            <name>Second Wind (Recharges after a Short or Long Rest)</name>
            <text>As a bonus action, the champion can regain 20 hit points.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The champion makes three attacks with its greatsword or its light crossbow.</text>
        </action>
        <action>
            <name>Greatsword</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.</text>
            <attack>Greatsword|9|2d6+5</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.</text>
            <attack>Shortbow|6|1d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, urban</environment>
    </monster>
    <monster>
        <name>Chitine</name>
        <size>S</size>
        <type>monstrosity</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (hide armor)</ac>
        <hp>18 (4d6+4)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>10</str><dex>14</dex><con>12</con><int>10</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Athletics +4, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages>Undercommon</languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 131</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>The chitine has advantage on saving throws against being charmed, and magic can&#8217;t put the chitine to sleep.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <trait>
            <name>Web Sense</name>
            <text>While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.</text>
        </trait>
        <trait>
            <name>Web Walker</name>
            <text>The chitine ignores movement restrictions caused by webbing.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The chitine makes three attacks with its daggers.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Catoblepas</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>84 (8d10+40)</hp>
        <speed>30 ft.</speed>
        <str>19</str><dex>12</dex><con>21</con><int>3</int><wis>14</wis><cha>8</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages></languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 129</text>
        </trait>
        <trait>
            <name>Keen Smell</name>
            <text>The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.</text>
        </trait>
        <trait>
            <name>Stench</name>
            <text>Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature&#8217;s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Tail|7|5d6+4</attack>
        </action>
        <action>
            <name>Death Ray (Recharge 5-6)</name>
            <text>The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.</text>
            <attack>Death Ray||8d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>swamp</environment>
    </monster>
    <monster>
        <name>Cave Fisher</name>
        <size>M</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>16 (natural armor)</ac>
        <hp>58 (9d8+18)</hp>
        <speed>20 ft., climb 20 ft.</speed>
        <str>16</str><dex>13</dex><con>14</con><int>3</int><wis>10</wis><cha>3</cha>
        <save></save>
        <skill>Perception +2, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 60 ft.</senses>
        <passive>12</passive>
        <languages></languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 130</text>
        </trait>
        <trait>
            <name>Adhesive Filament</name>
            <text>The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
        </trait>
        <trait>
            <name>Flammable Blood</name>
            <text>If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The cave fisher makes two attacks with its claws.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.</text>
            <attack>Claw|5|2d6+3</attack>
        </action>
        <action>
            <name>Filament</name>
            <text>One creature grappled by the cave fisher&#8217;s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can&#8217;t extrude another filament.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Champion</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>18 (plate)</ac>
        <hp>143 (22d8+44)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>15</dex><con>14</con><int>10</int><wis>14</wis><cha>12</cha>
        <save>Str +9, Con +6</save>
        <skill>Athletics +9, Intimidation +5, Perception +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>16</passive>
        <languages>any one language (usually Common)</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 212</text>
        </trait>
        <trait>
            <name>Indomitable (2/Day)</name>
            <text>The champion rerolls a failed saving throw.</text>
        </trait>
        <trait>
            <name>Second Wind (Recharges after a Short or Long Rest)</name>
            <text>As a bonus action, the champion can regain 20 hit points.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The champion makes three attacks with its greatsword or its light crossbow.</text>
        </action>
        <action>
            <name>Greatsword</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.</text>
            <attack>Greatsword|9|2d6+5</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.</text>
            <attack>Shortbow|6|1d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, urban</environment>
    </monster>
    <monster>
        <name>Chitine</name>
        <size>S</size>
        <type>monstrosity</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (hide armor)</ac>
        <hp>18 (4d6+4)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>10</str><dex>14</dex><con>12</con><int>10</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Athletics +4, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages>Undercommon</languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 131</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>The chitine has advantage on saving throws against being charmed, and magic can&#8217;t put the chitine to sleep.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <trait>
            <name>Web Sense</name>
            <text>While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.</text>
        </trait>
        <trait>
            <name>Web Walker</name>
            <text>The chitine ignores movement restrictions caused by webbing.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The chitine makes three attacks with its daggers.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Choldrith</name>
        <size>M</size>
        <type>monstrosity</type>
        <alignment>chaotic evil</alignment>
        <ac>15 (studded leather armor)</ac>
        <hp>15 (12d8+12)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>12</str><dex>16</dex><con>12</con><int>11</int><wis>14</wis><cha>10</cha>
        <save></save>
        <skill>Athletics +5, Religion +2, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Undercommon</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 132</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>The choldrith has advantage on saving throws against being charmed, and magic can&#8217;t put the choldrith to sleep.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:</text>
            <text>     </text>
            <text>&#8226; Cantrips (at will): guidance, mending, resistance, thaumaturgy</text>
            <text>     </text>
            <text>&#8226;1st level (4 slots): bane, healing word, sanctuary, shield of faith</text>
            <text>     </text>
            <text>&#8226;2nd level (3 slots): hold person, spiritual weapon (dagger)</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <trait>
            <name>Web Sense</name>
            <text>While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.</text>
        </trait>
        <trait>
            <name>Web Walker</name>
            <text>The choldrith ignores movement restrictions caused by webbing.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage.</text>
            <attack>Dagger|5|1d4+3+3d6</attack>
        </action>
        <action>
            <name>Web (Recharge 5-6)</name>
            <text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Web|5|</attack>
        </action>
        <spells>guidance, mending, resistance, thaumaturgy, bane, healing word, sanctuary, shield of faith, hold person, spiritual weapon</spells>
        <slots>4, 3</slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Cloud Giant Smiling One</name>
        <size>H</size>
        <type>giant (cloud giant)</type>
        <alignment>chaotic neutral</alignment>
        <ac>15 (natural armor)</ac>
        <hp>262 (21d12+128)</hp>
        <speed>40 ft.</speed>
        <str>26</str><dex>12</dex><con>22</con><int>15</int><wis>16</wis><cha>17</cha>
        <save>Con +10, Int +6, Wis +7</save>
        <skill>Deception +11, Insight +7, Perception +7, Sleight of Hand +9</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>17</passive>
        <languages>Common, Giant</languages>
        <cr>11</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 146</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: detect magic, fog cloud, light</text>
            <text>     </text>
            <text>3/day each: featherfall, fly, misty step, telekinesis</text>
            <text>     </text>
            <text>1/day each: control weather, gaseous form</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): minor illusion, prestidigitation, vicious mockery</text>
            <text>     </text>
            <text>1st level (4 slots): cure wounds, disguise self, silent image, Tasha&#8217;s hideous laughter</text>
            <text>     </text>
            <text>2nd level (3 slots): invisibility, suggestion</text>
            <text>     </text>
            <text>3rd level (2 slots): major image, tongues</text>
        </trait>
        <trait>
            <name>Keen Smell</name>
            <text>The giant has advantage on Wisdom (Perception) checks that rely on smell.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two attacks with its morningstar.</text>
        </action>
        <action>
            <name>Morningstar</name>
            <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.</text>
            <attack>Morningstar|12|3d8+8</attack>
            <attack>With Advantage|12|3d8+8+4d6</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.</text>
            <attack>Rock|12|4d10+8</attack>
            <attack>With Advantage|12|4d10+8+4d6</attack>
        </action>
        <action>
            <name>Change Shape</name>
            <text>The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.</text>
        </action>
        <spells>detect magic, fog cloud, light, featherfall, fly, misty step, telekinesis, control weather, gaseous form, minor illusion, prestidigitation, vicious mockery, cure wounds, disguise self, silent image, Tasha's hideous laughter, invisibility, suggestion, major image, tongues</spells>
        <slots>4, 3, 2</slots>
        <environment>mountain</environment>
    </monster>
    <monster>
        <name>Conjurer</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>40 (9d8)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>11</con><int>17</int><wis>12</wis><cha>11</cha>
        <save>Int +6, Wis +4</save>
        <skill>Arcana +6, History +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>6</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 212</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation</text>
            <text>     </text>
            <text>1st level (4 slots): mage armor, magic missile, unseen servant*</text>
            <text>     </text>
            <text>2nd level (3 slots): cloud of daggers*, misty step*, web*</text>
            <text>     </text>
            <text>3rd level (3 slots): fireball, stinking cloud*</text>
            <text>     </text>
            <text>4th level (3 slots): Evard&#8217;s black tentacles*, stoneskin</text>
            <text>     </text>
            <text>5th level (2 slots): cloudkill*, conjure elemental*</text>
            <text>     </text>
            <text>*Conjuration spell of 1st level or higher</text>
        </trait>
        <trait>
            <name>Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)</name>
            <text>As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|5|1d4+2</attack>
        </action>
        <spells>acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental</spells>
        <slots>4, 3, 3, 3, 2</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Cow</name>
        <size>L</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>10</ac>
        <hp>15 (2d10+4)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>10</dex><con>14</con><int>2</int><wis>10</wis><cha>4</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 207</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
            <attack>Charge||2d6</attack>
        </trait>
        <action>
            <name>Gore</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Gore|6|1d6+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment></environment>
    </monster>
    <monster>
        <name>Cranium Rat</name>
        <size>T</size>
        <type>beast</type>
        <alignment>lawful evil</alignment>
        <ac>12</ac>
        <hp>2 (1d4)</hp>
        <speed>30 ft.</speed>
        <str>2</str><dex>14</dex><con>10</con><int>4</int><wis>11</wis><cha>8</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <passive>10</passive>
        <languages>telepathy 30 ft.</languages>
        <cr>0</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 133</text>
        </trait>
        <trait>
            <name>Illumination</name>
            <text>As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.</text>
        </trait>
        <trait>
            <name>Telepathic Shroud</name>
            <text>The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as immune to all divination spells.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.</text>
            <attack>Bite|4|1</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark, urban</environment>
    </monster>
    <monster>
        <name>Darkling</name>
        <size>S</size>
        <type>fey</type>
        <alignment>chaotic neutral</alignment>
        <ac>14 (leather armor)</ac>
        <hp>13 (3d6+3)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>16</dex><con>112</con><int>10</int><wis>12</wis><cha>10</cha>
        <save></save>
        <skill>Acrobatics +5, Deception +2, Perception +5, Stealth +7</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 30 ft., darkvision 120 ft.</senses>
        <passive>15</passive>
        <languages>Elvish, Sylvan</languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 134</text>
        </trait>
        <trait>
            <name>Death Flash</name>
            <text>When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature&#8217;s next turn.</text>
            <text>    </text>
            <text>Blinded:</text>
            <text>&#8226; A blinded creature can't see and automatically fails any ability check that requires sight.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
        </trait>
        <trait>
            <name>Light Sensitivity</name>
            <text>While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.</text>
            <attack>Dagger|5|1d4+3</attack>
            <attack>With Advantage|5|1d4+3+2d6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, swamp, underdark, urban</environment>
    </monster>
    <monster>
        <name>Darkling Elder</name>
        <size>M</size>
        <type>fey</type>
        <alignment>chaotic neutral</alignment>
        <ac>15 (studded leather armor)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>30 ft.</speed>
        <str>13</str><dex>17</dex><con>12</con><int>10</int><wis>14</wis><cha>13</cha>
        <save></save>
        <skill>Acrobatics +5, Deception +3, Perception +6, Stealth +7</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 30 ft., darkvision 120 ft.</senses>
        <passive>16</passive>
        <languages>Elvish, Sylvan</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 134</text>
        </trait>
        <trait>
            <name>Death Burn</name>
            <text>When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn&#8217;t blinded.</text>
            <text>    </text>
            <text>Blinded:</text>
            <text>&#8226; A blinded creature can't see and automatically fails any ability check that requires sight.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <attack>Death Burn||2d6</attack>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The darkling elder makes two melee attacks.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.</text>
            <attack>Shortsword|5|1d6+3</attack>
            <attack>With Advantage|5|1d6+3+3d6</attack>
        </action>
        <action>
            <name>Darkness (Recharges after a Short or Long Rest)</name>
            <text>The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.</text>
        </action>
        <spells>darkness</spells>
        <slots></slots>
        <environment>forest, swamp, underdark, urban</environment>
    </monster>
    <monster>
        <name>Death Kiss</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>neutral evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>161 (17d10+68)</hp>
        <speed>0 ft., fly 30 ft. (hover)</speed>
        <str>18</str><dex>14</dex><con>18</con><int>10</int><wis>12</wis><cha>10</cha>
        <save>Con +8, Wis +5</save>
        <skill>Perception +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>lightning</immune>
        <conditionImmune>prone</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>15</passive>
        <languages>Deep Speech, Undercommon</languages>
        <cr>10</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 124</text>
        </trait>
        <trait>
            <name>Lightning Blood</name>
            <text>A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature</text>
        </action>
        <action>
            <name>Tentacle</name>
            <text>Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Tentacle|6|1d8+4</attack>
        </action>
        <action>
            <name>Blood Drain</name>
            <text>One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.</text>
            <attack>Blood Drain||4d10</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Deep Roth&#233;</name>
        <size>M</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>10</ac>
        <hp>13 (2d8+4)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>10</dex><con>14</con><int>2</int><wis>10</wis><cha>4</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 208</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the roth&#233; moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
            <attack>Charge||2d6</attack>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The deep roth&#233;'s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.</text>
        </trait>
        <action>
            <name>Gore</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Gore|6|1d6+4</attack>
        </action>
        <spells>dancing lights</spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Deep Scion</name>
        <size>M</size>
        <type>humanoid (shapechanger)</type>
        <alignment>neutral evil</alignment>
        <ac>11</ac>
        <hp>67 (9d8+27)</hp>
        <speed>30 ft. (20 ft. and swim 40 ft. in hybrid form)</speed>
        <str>18</str><dex>13</dex><con>16</con><int>10</int><wis>12</wis><cha>14</cha>
        <save>Wis +3, Cha +4</save>
        <skill>Deception +6, Insight +3, Sleight of Hand +3, Stealth +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>11</passive>
        <languages>Aquan, Common, thieves' cant</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 135</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn&#8217;t transformed. The deep scion reverts to its true form if it dies.</text>
        </trait>
        <trait>
            <name>Amphibious (Hybrid Form Only)</name>
            <text>The deep scion can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.</text>
        </action>
        <action>
            <name>Battleaxe (Humanoid Form Only)</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.</text>
            <attack>One Handed|6|1d8+4</attack>
            <attack>Two Handed|6|1d10+4</attack>
        </action>
        <action>
            <name>Bite (Hybrid Form Only)</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage.</text>
            <attack>Bite|6|1d4+4</attack>
        </action>
        <action>
            <name>Claw (Hybrid Form Only)</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.</text>
            <attack>Claw|6|1d6+4</attack>
        </action>
        <action>
            <name>Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)</name>
            <text>The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion&#8217;s next turn. In water, the psychic screech also telepathically transmits the deep scion&#8217;s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, underwater</environment>
    </monster>
    <monster>
        <name>Deinonychus</name>
        <size>M</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>13 (natural armor)</ac>
        <hp>26 (4d8+8)</hp>
        <speed>40 ft.</speed>
        <str>15</str><dex>15</dex><con>14</con><int>4</int><wis>12</wis><cha>6</cha>
        <save></save>
        <skill>Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>13</passive>
        <languages></languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 139</text>
        </trait>
        <trait>
            <name>Pounce</name>
            <text>If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The deinonychus makes three attacks: one with its bite and two with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.</text>
            <attack>Bite|4|1d8+2</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.</text>
            <attack>Claw|4|1d8+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Devourer</name>
        <size>L</size>
        <type>fiend</type>
        <alignment>chaotic evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>178 (17d10+85)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>12</dex><con>20</con><int>13</int><wis>10</wis><cha>16</cha>
        <save></save>
        <skill></skill>
        <resist>cold, fire, lightning</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>10</passive>
        <languages>Abyssal, telepathy 120 ft.</languages>
        <cr>13</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 138</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage.</text>
            <attack>Claw|10|2d6+5+6d6</attack>
        </action>
        <action>
            <name>Imprison Soul</name>
            <text>The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer&#8217;s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.</text>
        </action>
        <action>
            <name>Soul Rend (Recharge 6)</name>
            <text>The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.</text>
            <attack>Soul Rend||8d10</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Dimetrodon</name>
        <size>M</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>12 (natural armor)</ac>
        <hp>19 (3d8+6)</hp>
        <speed>30 ft., swim 20 ft.</speed>
        <str>14</str><dex>10</dex><con>15</con><int>2</int><wis>10</wis><cha>5</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>12</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 139</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text>
            <attack>Bite|4|2d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, swamp</environment>
    </monster>
    <monster>
        <name>Diviner</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>67 (15d8)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>11</con><int>18</int><wis>12</wis><cha>11</cha>
        <save>Int +7, Wis +4</save>
        <skill>Arcana +7, History +7</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 213</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): fire bolt, light, mage hand, message, true strike</text>
            <text>     </text>
            <text>1st level (4 slots): detect magic*, feather fall, mage armor</text>
            <text>     </text>
            <text>2nd level (3 slots): detect thoughts*, locate object*, scorching ray</text>
            <text>     </text>
            <text>3rd level (3 slots): clairvoyance*, fly, fireball</text>
            <text>     </text>
            <text>4th level (3 slots): arcane eye*, ice storm, stoneskin</text>
            <text>     </text>
            <text>5th level (2 slots): Rary&#8217;s telepathic bond*, seeming*</text>
            <text>     </text>
            <text>6th level (1 slot): mass suggestion, true seeing*</text>
            <text>     </text>
            <text>7th level (1 slot): delayed blast fireball, teleport</text>
            <text>     </text>
            <text>8th level (1 slot): maze</text>
            <text>     </text>
            <text>* Divination spell of 1st level or higher</text>
        </trait>
        <trait>
            <name>Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)</name>
            <text>When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|2|1d6-1</attack>
            <attack>Two Handed|2|1d8-1</attack>
        </action>
        <spells>fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze</spells>
        <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Dolphin</name>
        <size>M</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>12 (natural armor)</ac>
        <hp>11 (2d8+2)</hp>
        <speed>0 ft., swim 60 ft.</speed>
        <str>14</str><dex>13</dex><con>13</con><int>6</int><wis>12</wis><cha>7</cha>
        <save></save>
        <skill>Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 60 ft.</senses>
        <passive>13</passive>
        <languages></languages>
        <cr>1/8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 208</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.</text>
            <attack>Charge||1d6</attack>
        </trait>
        <trait>
            <name>Hold Breath</name>
            <text>The dolphin can hold its breath for 20 minutes.</text>
        </trait>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.</text>
            <attack>Slam|4|1d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, underwater</environment>
    </monster>
    <monster>
        <name>Draegloth</name>
        <size>L</size>
        <type>fiend (demon)</type>
        <alignment>chaotic evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>123 (13d10+52)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>15</dex><con>18</con><int>13</int><wis>11</wis><cha>11</cha>
        <save></save>
        <skill>Perception +3, Stealth +5</skill>
        <resist>cold, fire, lightning</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>13</passive>
        <languages>Abyssal, Elvish, Undercommon</languages>
        <cr>7</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 141</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>The draegloth has advantage on saving throws against being charmed, and magic can&#8217;t put it to sleep.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The draegloth&#8217;s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: darkness</text>
            <text>     </text>
            <text>1/day each: confusion, dancing lights, faerie fire</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The draegloth makes three attacks: one with its bite and two with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.</text>
            <attack>Bite|8|2d10+5</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage.</text>
            <attack>Claws|8|2d10+5</attack>
        </action>
        <spells>darkness, confusion, dancing lights, faerie fire</spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Elder Brain</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>10</ac>
        <hp>210 (20d10+100)</hp>
        <speed>5ft., swim 10 ft.</speed>
        <str>15</str><dex>10</dex><con>20</con><int>21</int><wis>19</wis><cha>24</cha>
        <save>Int +10, Wis +9, Cha +12</save>
        <skill>Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 120 ft.</senses>
        <passive>14</passive>
        <languages>understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles</languages>
        <cr>14</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 174</text>
        </trait>
        <trait>
            <name>Creature Sense</name>
            <text>The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can&#8217;t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can&#8217;t be perceived in this manner. </text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The elder brain&#8217;s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:</text>
            <text>     </text>
            <text>At will: detect thoughts, levitate</text>
            <text>     </text>
            <text>1/day each: dominate monster, plane shift (self only)</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If the elder brain fails a saving throw, it can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The elder brain has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Telepathic Hub</name>
            <text>The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.</text>
        </trait>
        <action>
            <name>Tentacle</name>
            <text>Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <attack>Tentacle|7|4d8+2</attack>
        </action>
        <action>
            <name>Mind Blast (Recharge 5-6)</name>
            <text>The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Mind Blast| |5d10+5</attack>
        </action>
        <action>
            <name>Psychic Link</name>
            <text>The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.</text>
        </action>
        <action>
            <name>Sense Thoughts</name>
            <text>The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target&#8217;s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.</text>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature&#8217;s turn. The elder brain regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Tentacle</name>
            <text>The elder brain makes a tentacle attack.</text>
        </legendary>
        <legendary>
            <name>Break Concentration</name>
            <text>The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature&#8217;s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.</text>
        </legendary>
        <legendary>
            <name>Psychic Pulse</name>
            <text>The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.</text>
        </legendary>
        <legendary>
            <name>Sever Psychic Link</name>
            <text>The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature&#8217;s next turn.</text>
        </legendary>
        <spells>detect thoughts, levitate, dominate monster, plane shift</spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Enchanter</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>40 (9d8)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>11</con><int>17</int><wis>12</wis><cha>11</cha>
        <save>Int +6, Wis +4</save>
        <skill>Arcana +6, History +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 213</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): friends, mage hand, mending, message</text>
            <text>     </text>
            <text>1st level (4 slots): charm person*, mage armor, magic missile</text>
            <text>     </text>
            <text>2nd level (3 slots): hold person*, invisibility, suggestion*</text>
            <text>     </text>
            <text>3rd level (3 slots): fireball, haste, tongues</text>
            <text>     </text>
            <text>4th level (3 slots): dominate beast*, stoneskin</text>
            <text>     </text>
            <text>5th level (2 slots): hold monster*</text>
            <text>     </text>
            <text>*Enchantment spell of 1st level or higher</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|2|1d6-1</attack>
            <attack>Two Handed|2|1d8-1</attack>
        </action>
        <reaction>
            <name>Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher)</name>
            <text>The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.</text>
            <text>    The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.</text>
        </reaction>
        <spells>friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster</spells>
        <slots>4, 3, 3, 3, 2</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Evoker</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>66 (12d8+12)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>12</con><int>17</int><wis>12</wis><cha>11</cha>
        <save>Int +7, Wis +5</save>
        <skill>Arcana +7, History +7</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 214</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*</text>
            <text>     </text>
            <text>1st level (4 slots): burning hands*, mage armor, magic missile*</text>
            <text>     </text>
            <text>2nd level (3 slots): mirror image, misty step, shatter*</text>
            <text>     </text>
            <text>3rd level (3 slots): counterspell, fireball*, lightning bolt*</text>
            <text>     </text>
            <text>4th level (3 slots): ice storm*, stoneskin</text>
            <text>     </text>
            <text>5th level (2 slots): Bigby&#8217;s hand*, cone of cold*</text>
            <text>     </text>
            <text>6th level (1 slot): chain lightning*, wall of ice*</text>
            <text>     </text>
            <text>*Evocation spell</text>
        </trait>
        <trait>
            <name>Sculpt Spells</name>
            <text>When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell&#8217;s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|3|1d6-1</attack>
            <attack>Two Handed|3|1d8-1</attack>
        </action>
        <spells>fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice </spells>
        <slots>4, 3, 3, 3, 2, 1</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Fire Giant Dreadnought</name>
        <size>H</size>
        <type>giant (fire giant)</type>
        <alignment>lawful evil</alignment>
        <ac>21 (plate, shields)</ac>
        <hp>187 (15d12+90)</hp>
        <speed>30 ft.</speed>
        <str>27</str><dex>9</dex><con>23</con><int>8</int><wis>10</wis><cha>11</cha>
        <save>Dex +4, Con +11, Cha +5</save>
        <skill>Athletics +13, Perception +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>fire</immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>15</passive>
        <languages>Giant</languages>
        <cr>14</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 147</text>
        </trait>
        <trait>
            <name>Dual Shields</name>
            <text>The giant carries two shields, each of which is accounted for in the giant&#8217;s AC. The giant must stow or drop one of its shields to hurl rocks.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two fireshield attacks.</text>
        </action>
        <action>
            <name>Fireshield</name>
            <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.</text>
            <attack>Fireshield|13|4d6+8+2d6+2d6</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage.</text>
            <attack>Rock|13|4d10+8</attack>
        </action>
        <action>
            <name>Shield Charge</name>
            <text>The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone.</text>
            <attack>Failed Save| |3d6+8</attack>
            <attack>Prone Failed Save| |6d6+8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>mountain, underdark</environment>
    </monster>
    <monster>
        <name>Firenewt Warlock of Imix</name>
        <size>M</size>
        <type>humanoid (firenewt)</type>
        <alignment>neutral evil</alignment>
        <ac>10 (13 with mage armor)</ac>
        <hp>33 (6d8+6)</hp>
        <speed>30 ft.</speed>
        <str>13</str><dex>11</dex><con>12</con><int>9</int><wis>11</wis><cha>14</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>fire</immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
        <passive>10</passive>
        <languages>Draconic, Ignan</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 143</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The firenewt can breathe air and water.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The firenewt&#8217;s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation</text>
            <text>     </text>
            <text>1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray</text>
        </trait>
        <trait>
            <name>Imix's Blessing</name>
            <text>When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.</text>
        </trait>
        <action>
            <name>Morningstar</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.</text>
            <attack>Morningstar|3|1d8+1</attack>
        </action>
        <spells>mage armor, burning hands, flaming sphere, hellish rebuke, scorching ray, fire bolt, guidance, light, mage hand, prestidigitation</spells>
        <slots> , 2</slots>
        <environment>hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Firenewt Warrior</name>
        <size>M</size>
        <type>humanoid (firenewt)</type>
        <alignment>neutral evil</alignment>
        <ac>16 (chain shirt, shield)</ac>
        <hp>22 (4d8+4)</hp>
        <speed>30 ft.</speed>
        <str>10</str><dex>13</dex><con>12</con><int>7</int><wis>11</wis><cha>8</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>fire</immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages>Draconic, Ignan</languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 142</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The firenewt can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The firenewt makes two attacks with its scimitar.</text>
        </action>
        <action>
            <name>Scimitar</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage.</text>
            <attack>Scimitar|3|1d6+1</attack>
        </action>
        <action>
            <name>Spit Fire (Recharges after a Short or Long Rest)</name>
            <text>The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one</text>
            <attack>Spit Fire||2d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Flail Snail</name>
        <size>L</size>
        <type>elemental</type>
        <alignment>unaligned</alignment>
        <ac>16 (natural armor)</ac>
        <hp>52 (5d10+25)</hp>
        <speed>10 ft.</speed>
        <str>17</str><dex>5</dex><con>20</con><int>3</int><wis>10</wis><cha>5</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>fire, poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
        <passive>10</passive>
        <languages></languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 144</text>
        </trait>
        <trait>
            <name>Antimagic Shell</name>
            <text>The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:</text>
            <text>     </text>
            <text>1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.</text>
            <text>     </text>
            <text>3-4: No additional effect.</text>
            <text>     </text>
            <text>5-6: The snail&#8217;s shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.</text>
        </trait>
        <trait>
            <name>Flail Tentacles</name>
            <text>The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.</text>
        </action>
        <action>
            <name>Flail Tentacle</name>
            <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Flail Tentacle|5|1d6+3</attack>
        </action>
        <action>
            <name>Scintillating Shell (Recharges after a Short or Long Rest)</name>
            <text>The snail's shell emits dazzling, colored light until the end of the snail&#8217;s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
        </action>
        <action>
            <name>Shell Defense</name>
            <text>The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, swamp, underdark</environment>
    </monster>
    <monster>
        <name>Flind</name>
        <size>M</size>
        <type>humanoid (gnoll)</type>
        <alignment>chaotic evil</alignment>
        <ac>16 (chain mail)</ac>
        <hp>127 (15d8+60)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>10</dex><con>19</con><int>11</int><wis>13</wis><cha>12</cha>
        <save>Con +8, Wis +5</save>
        <skill>Intimidation +5, Perception +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>15</passive>
        <languages>Abyssal, Gnoll</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 153</text>
        </trait>
        <trait>
            <name>Aura of Blood Thirst</name>
            <text>If the flind isn&#8217;t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The flind makes three attacks: one with each of its different flail attacks or three with its longbow.</text>
        </action>
        <action>
            <name>Flail of Madness</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.</text>
            <attack>Flail of Madness|9|1d10+5</attack>
        </action>
        <action>
            <name>Flail of Pain</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.</text>
            <attack>Flail of Pain|9|1d10+5+4d10</attack>
        </action>
        <action>
            <name>Flail of Paralysis</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.</text>
            <text>    </text>
            <text>Paralyzed:</text>
            <text>&#8226; A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
            <attack>Flail of Paralysis|9|1d10+5</attack>
        </action>
        <action>
            <name>Longbow</name>
            <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.</text>
            <attack>Longbow|4|1d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>arctic, forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Froghemoth</name>
        <size>H</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>184 (16d12+80)</hp>
        <speed>50 ft., swim 30 ft.</speed>
        <str>23</str><dex>13</dex><con>20</con><int>2</int><wis>12</wis><cha>5</cha>
        <save>Con +9, Wis +5</save>
        <skill>Perception +9, Stealth +5</skill>
        <resist>fire, lightning</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>19</passive>
        <languages></languages>
        <cr>10</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 145</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The froghemoth can breathe air and water.</text>
        </trait>
        <trait>
            <name>Shock Susceptibility</name>
            <text>If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can&#8217;t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.</text>
        </action>
        <action>
            <name>Tentacle</name>
            <text>Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can&#8217;t use this tentacle on another target. The froghemoth has four tentacles.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <attack>Tentacle|10|3d8+6</attack>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth&#8217;s turns.</text>
            <text>    The froghemoth&#8217;s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</text>
            <text>    </text>
            <text>Blinded:</text>
            <text>&#8226; A blinded creature can't see and automatically fails any ability check that requires sight.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Bite|10|3d10+6</attack>
            <attack>Acid| |3d6</attack>
        </action>
        <action>
            <name>Tongue</name>
            <text>The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>swamp, underdark</environment>
    </monster>
    <monster>
        <name>Frost Giant Everlasting One</name>
        <size>H</size>
        <type>giant (frost giant)</type>
        <alignment>chaotic evil</alignment>
        <ac>15 (patchwork armor)</ac>
        <hp>189 (14d12+98)</hp>
        <speed>40 ft.</speed>
        <str>25</str><dex>9</dex><con>24</con><int>9</int><wis>10</wis><cha>12</cha>
        <save>Str +11, Con +11, Wis +4</save>
        <skill>Athletics +11, Perception +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>cold</immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>14</passive>
        <languages>Giant</languages>
        <cr>12</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 148</text>
        </trait>
        <trait>
            <name>Extra Heads</name>
            <text>The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn&#8217;t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn&#8217;t regenerate.</text>
        </trait>
        <trait>
            <name>Vaprak's Rage (Recharges on a Short or Long Rest)</name>
            <text>As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:</text>
            <text>     </text>
            <text>- The giant has advantage on Strength checks and Strength saving throws</text>
            <text>     </text>
            <text>- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.</text>
            <text>     </text>
            <text>- The giant has resistance to bludgeoning, piercing, and slashing damage.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two attacks with its greataxe.</text>
        </action>
        <action>
            <name>Greataxe</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging.</text>
            <attack>Greataxe|11|3d12+7</attack>
            <attack>Raging|11|3d12+11</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.</text>
            <attack>Rock|11|4d10+7</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>arctic, coastal</environment>
    </monster>
    <monster>
        <name>Gauth</name>
        <size>M</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>67 (9d8+27)</hp>
        <speed>0 ft., fly 20 ft. (hover)</speed>
        <str>10</str><dex>14</dex><con>16</con><int>15</int><wis>15</wis><cha>13</cha>
        <save>Int +5, Wis +5, Cha +4</save>
        <skill>Perception +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>prone</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>15</passive>
        <languages>Deep Speech, Undercommon</languages>
        <cr>6</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 125</text>
        </trait>
        <trait>
            <name>Stunning Gaze</name>
            <text>When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
        </trait>
        <trait>
            <name>Death Throes</name>
            <text>When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.</text>
            <attack>Bite|6|2d8</attack>
        </action>
        <action>
            <name>Eye Rays</name>
            <text>The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: </text>
            <text>     </text>
            <text>1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. </text>
            <text>     </text>
            <text>2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. </text>
            <text>     </text>
            <text>3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. </text>
            <text>     </text>
            <text>4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. </text>
            <text>     </text>
            <text>5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </text>
            <text>     </text>
            <text>6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.</text>
            <text>    </text>
            <text>Paralyzed:</text>
            <text>&#8226; A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
            <text>    </text>
            <text>Unconscious:</text>
            <text>&#8226; An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.</text>
            <text>    </text>
            <text>&#8226; The creature drops whatever it's holding and falls prone.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Gazer</name>
        <size>T</size>
        <type>aberration</type>
        <alignment>neutral evil</alignment>
        <ac>13</ac>
        <hp>13 (3d4+6)</hp>
        <speed>0 ft., fly 30 ft. (hover)</speed>
        <str>3</str><dex>17</dex><con>14</con><int>3</int><wis>10</wis><cha>7</cha>
        <save>Wis +2</save>
        <skill>Perception +4, Stealth +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>prone</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>14</passive>
        <languages></languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 126</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <trait>
            <name>Mimicry</name>
            <text>The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.</text>
            <attack>Bite|5|1</attack>
        </action>
        <action>
            <name>Eye Rays</name>
            <text>The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: </text>
            <text>     </text>
            <text>7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. </text>
            <text>     </text>
            <text>2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. </text>
            <text>     </text>
            <text>3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. </text>
            <text>     </text>
            <text>4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. </text>
            <text>    If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.</text>
            <text>    </text>
            <text>Charmed:</text>
            <text>&#8226; A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
            <text>    </text>
            <text>&#8226; The charmer has advantage on any ability check to interact socially with the creature.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Giant Strider</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>neutral evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>22 (3d10+6)</hp>
        <speed>50 ft.</speed>
        <str>18</str><dex>13</dex><con>14</con><int>4</int><wis>12</wis><cha>6</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>fire</immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages></languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 143</text>
        </trait>
        <trait>
            <name>Fire Absorption</name>
            <text>Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.</text>
            <attack>Bite|6|1d8+4</attack>
        </action>
        <action>
            <name>Fire Burst (Recharges 5-6)</name>
            <text>The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren&#8217;t being worn or carried.</text>
            <attack>Fire Burst||4d6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Girallon</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>13</ac>
        <hp>59 (7d10+21)</hp>
        <speed>40 ft., climb 40 ft.</speed>
        <str>18</str><dex>16</dex><con>16</con><int>5</int><wis>12</wis><cha>7</cha>
        <save></save>
        <skill>Perception +3, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages></languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 152</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The girallon makes five attacks: one with its bite and four with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Bite|6|1d6+4</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.</text>
            <attack>Claw|6|1d6+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Gnoll Flesh Gnawer</name>
        <size>M</size>
        <type>humanoid (gnoll)</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (studded leather armor)</ac>
        <hp>22 (4d8+4)</hp>
        <speed>30 ft.</speed>
        <str>12</str><dex>14</dex><con>12</con><int>8</int><wis>10</wis><cha>8</cha>
        <save>Dex +4</save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages>Gnoll</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 154</text>
        </trait>
        <trait>
            <name>Rampage</name>
            <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The gnoll makes three attacks: one with its bite and two with its shortsword.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Bite|4|1d4+2</attack>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Shortsword|4|1d6+2</attack>
        </action>
        <action>
            <name>Sudden Rush</name>
            <text>Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn&#8217;t provoke opportunity attacks.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>arctic, forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Gnoll Hunter</name>
        <size>M</size>
        <type>humanoid (gnoll)</type>
        <alignment>chaotic evil</alignment>
        <ac>13 (leather armor)</ac>
        <hp>22 (4d8+4)</hp>
        <speed>30 ft.</speed>
        <str>14</str><dex>14</dex><con>12</con><int>8</int><wis>12</wis><cha>8</cha>
        <save></save>
        <skill>Perception +3, Stealth +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Gnoll</languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 154</text>
        </trait>
        <trait>
            <name>Rampage</name>
            <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Bite|4|1d4+2</attack>
        </action>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands to make a melee attack.</text>
            <attack>Spear|4|1d6+2</attack>
            <attack>Two Handed|4|1d8+2</attack>
        </action>
        <action>
            <name>Longbow</name>
            <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target&#8217;s speed is reduced by 10 feet until the end of its next turn.</text>
            <attack>Longbow|4|1d8+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>arctic, forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Gnoll Witherling</name>
        <size>M</size>
        <type>undead</type>
        <alignment>chaotic evil</alignment>
        <ac>12 (natural armor)</ac>
        <hp>11 (2d8+2)</hp>
        <speed>30 ft.</speed>
        <str>14</str><dex>8</dex><con>12</con><int>5</int><wis>5</wis><cha>5</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>exhaustion, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>7</passive>
        <languages>understands Gnoll but can't speak</languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 155</text>
        </trait>
        <trait>
            <name>Rampage</name>
            <text>When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The witherling makes two attacks: one with its bite and one with its club, or two with its club.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Bite|4|1d4+2</attack>
        </action>
        <action>
            <name>Club</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.</text>
            <attack>Club|4|1d4+2</attack>
        </action>
        <reaction>
            <name>Vengeful Strike</name>
            <text>In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.</text>
        </reaction>
        <spells></spells>
        <slots></slots>
        <environment>arctic, forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Green Guard Drake</name>
        <size>M</size>
        <type>dragon</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d8+21)</hp>
        <speed>30 ft., swim 30 ft.</speed>
        <str>16</str><dex>11</dex><con>16</con><int>4</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist>poison</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Draconic but can't speak it</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 158</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The guard drake can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The drake attacks twice, once with its bite and once with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text>
            <attack>Bite|5|1d8+3</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Tail|5|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, urban</environment>
    </monster>
    <monster>
        <name>Grung</name>
        <size>S</size>
        <type>humanoid (grung)</type>
        <alignment>lawful evil</alignment>
        <ac>12</ac>
        <hp>11 (2d6+4)</hp>
        <speed>25 ft., climb 25 ft.</speed>
        <str>7</str><dex>14</dex><con>15</con><int>10</int><wis>11</wis><cha>10</cha>
        <save>Dex +4</save>
        <skill>Athletics +2, Perception +2, Stealth +4, Survival +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses></senses>
        <passive>12</passive>
        <languages>Grung</languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 156</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The grung can breathe air and water.</text>
        </trait>
        <trait>
            <name>Poisonous Skin</name>
            <text>Any creature that grapples the grung or otherwise comes into direct contact with the grung&#8217;s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <trait>
            <name>Standing Leap</name>
            <text>The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</text>
        </trait>
        <trait>
            <name>Variant: Grung Poison</name>
            <text>Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.</text>
            <text>    A creature poisoned by a grung can suffer an additional effect that varies depending on the grung&#8217;s skin color. This effect lasts until the creature is no longer poisoned by the grung.</text>
            <text>     </text>
            <text>Green. The poisoned creature can&#8217;t move except to climb or make standing jumps. If the creature is flying, it can&#8217;t take any actions or reactions unless it lands.</text>
            <text>     </text>
            <text>Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.</text>
            <text>     </text>
            <text>Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can&#8217;t take actions or move except to do so or to reach a body of liquid or mud.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
            <attack>Dagger|4|1d4+2</attack>
            <attack>Poison||2d4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Grung Elite Warrior</name>
        <size>S</size>
        <type>humanoid (grung)</type>
        <alignment>lawful evil</alignment>
        <ac>13</ac>
        <hp>49 (9d6+18)</hp>
        <speed>25 ft., climb 25 ft.</speed>
        <str>7</str><dex>16</dex><con>15</con><int>10</int><wis>11</wis><cha>12</cha>
        <save>Dex +5</save>
        <skill>Athletics +2, Perception +2, Stealth +5, Survival +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses></senses>
        <passive>12</passive>
        <languages>Grung</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 157</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The grung can breathe air and water.</text>
        </trait>
        <trait>
            <name>Poisonous Skin</name>
            <text>Any creature that grapples the grung or otherwise comes into direct contact with the grung&#8217;s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <trait>
            <name>Standing Leap</name>
            <text>The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</text>
        </trait>
        <trait>
            <name>Variant: Grung Poison</name>
            <text>Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.</text>
            <text>    A creature poisoned by a grung can suffer an additional effect that varies depending on the grung&#8217;s skin color. This effect lasts until the creature is no longer poisoned by the grung.</text>
            <text>     </text>
            <text>Orange. The poisoned creature is frightened of its allies. </text>
            <text>     </text>
            <text>Gold. The poisoned creature is charmed and can speak Grung.</text>
            <text>    </text>
            <text>Charmed:</text>
            <text>&#8226; A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
            <text>    </text>
            <text>&#8226; The charmer has advantage on any ability check to interact socially with the creature.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
            <attack>Dagger|5|1d4+3</attack>
            <attack>Poison||2d4</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
            <attack>Shortbow|5|1d6+3</attack>
            <attack>Poison||2d4</attack>
        </action>
        <action>
            <name>Mesmerizing Chirr (Recharge 6)</name>
            <text>The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung&#8217;s next turn.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Grung Wildling</name>
        <size>S</size>
        <type>humanoid (grung)</type>
        <alignment>lawful evil</alignment>
        <ac>13 (16 with barkskin)</ac>
        <hp>27 (5d6+10)</hp>
        <speed>25 ft., climb 25 ft.</speed>
        <str>7</str><dex>16</dex><con>15</con><int>10</int><wis>15</wis><cha>11</cha>
        <save>Dex +5</save>
        <skill>Athletics +2, Perception +4, Stealth +5, Survival +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses></senses>
        <passive>14</passive>
        <languages>Grung</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 157</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The grung can breathe air and water.</text>
        </trait>
        <trait>
            <name>Poisonous Skin</name>
            <text>Any creature that grapples the grung or otherwise comes into direct contact with the grung&#8217;s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: </text>
            <text>     </text>
            <text>1st level (4 slots): cure wounds, jump</text>
            <text>     </text>
            <text>2nd level (3 slots): barkskin, spike growth</text>
            <text>     </text>
            <text>3rd level (2 slots): plant growth</text>
        </trait>
        <trait>
            <name>Standing Leap</name>
            <text>The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</text>
        </trait>
        <trait>
            <name>Variant: Grung Poison</name>
            <text>Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.</text>
            <text>    A creature poisoned by a grung can suffer an additional effect that varies depending on the grung&#8217;s skin color. This effect lasts until the creature is no longer poisoned by the grung.</text>
            <text>     </text>
            <text>Red. The poisoned creature must use its action to eat if food is within reach. </text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
            <attack>Dagger|5|1d4+3</attack>
            <attack>Poison||2d4</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
            <attack>Shortbow|5|1d6+3</attack>
            <attack>Poison||2d4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Guard Drake</name>
        <size>M</size>
        <type>dragon</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d8+21)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>11</dex><con>16</con><int>4</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Draconic but can't speak it</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 158</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The drake attacks twice, once with its bite and once with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text>
            <attack>Bite|5|1d8+3</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Tail|5|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Hadrosaurus</name>
        <size>L</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>11 (natural armor)</ac>
        <hp>19 (3d10+3)</hp>
        <speed>40 ft.</speed>
        <str>15</str><dex>10</dex><con>13</con><int>2</int><wis>10</wis><cha>5</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>12</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 140</text>
        </trait>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.</text>
            <attack>Tail|4|1d10+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>grassland, swamp</environment>
    </monster>
    <monster>
        <name>Hobgoblin Devastator</name>
        <size>M</size>
        <type>humanoid (goblinoid)</type>
        <alignment>lawful evil</alignment>
        <ac>13 (studded leather armor)</ac>
        <hp>45 (7d8+14)</hp>
        <speed>30 ft.</speed>
        <str>13</str><dex>12</dex><con>14</con><int>16</int><wis>13</wis><cha>11</cha>
        <save></save>
        <skill>Arcana +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>Common, Goblin</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 161</text>
        </trait>
        <trait>
            <name>Arcane Advantage</name>
            <text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn&#8217;t incapacitated.</text>
        </trait>
        <trait>
            <name>Army Arcane</name>
            <text>When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp</text>
            <text>    </text>
            <text>1st level (4 slots): fog cloud, magic missile, thunderwave</text>
            <text>     </text>
            <text>2nd level (3 slots): gust of wind, Melf&#8217;s acid arrow, scorching ray</text>
            <text>    </text>
            <text>3rd level (3 slots): fireball, fly, lightning bolt</text>
            <text>     </text>
            <text>4th level (1 slot): ice storm</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|3|1d6+1</attack>
            <attack>Two Handed|3|1d8+1</attack>
        </action>
        <spells>acid splash, fire bolt, ray of frost, shocking grasp, fog cloud, magic missile, thunderwave, gust of wind, Melf's acid arrow, scorching ray, fireball, fly, lightning bolt, ice storm</spells>
        <slots>4, 3, 3, 1</slots>
        <environment>forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Hobgoblin Iron Shadow</name>
        <size>M</size>
        <type>humanoid (goblinoid)</type>
        <alignment>lawful evil</alignment>
        <ac>15</ac>
        <hp>32 (5d8+10)</hp>
        <speed>40 ft.</speed>
        <str>14</str><dex>16</dex><con>15</con><int>14</int><wis>15</wis><cha>11</cha>
        <save></save>
        <skill>Acrobatics +5, Athletics +4, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Common, Goblin</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 162</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): minor illusion, prestidigitation, true strike</text>
            <text>     </text>
            <text>1st level (3 slots): charm person, disguise self, expeditious retreat, silent image</text>
        </trait>
        <trait>
            <name>Unarmored Defense</name>
            <text>While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.</text>
        </action>
        <action>
            <name>Unarmed Strike</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.</text>
            <attack>Unarmed Strike|5|1d4+3</attack>
        </action>
        <action>
            <name>Dart</name>
            <text>Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.</text>
            <attack>Dart|5|1d4+3</attack>
        </action>
        <action>
            <name>Shadow Jaunt</name>
            <text>The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.</text>
        </action>
        <spells>minor illusion, prestidigitation, true strike, charm person, disguise self, expeditious retreat, silent image</spells>
        <slots>3</slots>
        <environment>forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Illithilich</name>
        <size>M</size>
        <type>undead</type>
        <alignment>any evil alignment</alignment>
        <ac>17 (natural armor)</ac>
        <hp>135 (18d8+54)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>16</dex><con>16</con><int>20</int><wis>14</wis><cha>16</cha>
        <save>Con +10, Int +12, Wis +9</save>
        <skill>Arcana +18, History +12, Insight +9, Perception +9</skill>
        <resist>cold, lightning, necrotic</resist>
        <vulnerable></vulnerable>
        <immune>poison; bludgeoning, piercing, and slashing from nonmagical attacks</immune>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <passive>19</passive>
        <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
        <cr>22</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 172</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If the illithilich fails a saving throw, it can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Rejuvenation</name>
            <text>If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: </text>
            <text>    </text>
            <text>&#8226; Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
            <text>    </text>
            <text>&#8226; 1st level (4 slots): detect magic, magic missile, shield, thunderwave</text>
            <text>    </text>
            <text>&#8226; 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image</text>
            <text>    </text>
            <text>&#8226; 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball</text>
            <text>    </text>
            <text>&#8226; 4th level (3 slots): blight, dimension door</text>
            <text>    </text>
            <text>&#8226; 5th level (3 slots): cloudkill, scrying</text>
            <text>    </text>
            <text>&#8226; 6th level (1 slot): disintegrate, globe of invulnerability</text>
            <text>    </text>
            <text>&#8226; 7th level (1 slot): finger of death, plane shift</text>
            <text>    </text>
            <text>&#8226; 8th level (1 slot): dominate monster, power word stun</text>
            <text>    </text>
            <text>&#8226; 9th level (1 slot): power word kill</text>
        </trait>
        <trait>
            <name>Turn Resistance</name>
            <text>The illithilich has advantage on saving throws against any effect that turns undead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The illithilich has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The illithilich&#8217;s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.</text>
            <text>     </text>
            <text>At will: detect thoughts, levitate</text>
            <text>     </text>
            <text>1/day each: dominate monster, plane shift (self only)</text>
        </trait>
        <action>
            <name>Paralyzing Touch</name>
            <text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Paralyzed:</text>
            <text>&#8226; A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
            <attack>Paralyzing Touch|12|3d6</attack>
        </action>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Tentacles|12|3d10+5</attack>
        </action>
        <action>
            <name>Extract Brain</name>
            <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.</text>
            <attack>Extract Brain|12|10d10</attack>
        </action>
        <action>
            <name>Mind Blast (Recharge 5-6)</name>
            <text>The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Mind Blast| |5d8+5</attack>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>The illithilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The illithilich regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Tentacles</name>
            <text>The illithilich makes one attack with its tentacles. </text>
        </legendary>
        <legendary>
            <name>Extract Brain (Costs 2 Actions)</name>
            <text>The illithilich uses Extract Brain.</text>
        </legendary>
        <legendary>
            <name>Mind Blast (Costs 3 Actions)</name>
            <text>The illithilich recharges its Mind Blast and uses it.</text>
        </legendary>
        <legendary>
            <name>Cast Spell (Costs 1-3 Actions)</name>
            <text>The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.</text>
        </legendary>
        <spells>mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, levitate, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill</spells>
        <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Illusionist</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>38 (7d8+7)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>13</con><int>16</int><wis>11</wis><cha>12</cha>
        <save>Int +5, Wis +2</save>
        <skill>Arcana +5, History +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages>any four languages</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 214</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray</text>
            <text>     </text>
            <text>1st level (4 slots): color spray*, disguise self*, mage armor, magic missile</text>
            <text>     </text>
            <text>2nd level (3 slots): invisibility*, mirror image*, phantasmal force</text>
            <text>     </text>
            <text>3rd level (3 slots): major image*, phantom steed*</text>
            <text>     </text>
            <text>4th level (1 slot): phantasmal killer*</text>
            <text>     </text>
            <text>*Illusion spell of 1st level or higher</text>
        </trait>
        <trait>
            <name>Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)</name>
            <text>As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|1|1d6-1</attack>
            <attack>Two Handed|1|1d8-1</attack>
        </action>
        <spells>dancing lights, mage hand, minor illusion, poison spray, color spray, disguise self, mage armor, magic missile, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer</spells>
        <slots>4, 3, 3, 1</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Ki-rin</name>
        <size>H</size>
        <type>celestial</type>
        <alignment>lawful good</alignment>
        <ac>20 (natural armor)</ac>
        <hp>152 (16d12+48)</hp>
        <speed>60 ft., fly 120 ft. (hover)</speed>
        <str>21</str><dex>16</dex><con>16</con><int>19</int><wis>20</wis><cha>20</cha>
        <save></save>
        <skill>Insight +9, Perception +9, Religion +8</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>blindsight 30 ft., darkvision 120 ft.</senses>
        <passive>19</passive>
        <languages>all, telepathy 120 ft.</languages>
        <cr>12</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 163</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: gaseous form, major image (6th-level version), wind walk</text>
            <text>     </text>
            <text>1/day: create food and water</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If the ki-rin fails a saving throw, it can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The ki-rin has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Magic Weapons</name>
            <text>The ki-rin&#8217;s weapon attacks are magical.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy</text>
            <text>     </text>
            <text>1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary</text>
            <text>     </text>
            <text>2nd level (3 slots): calm emotions, lesser restoration, silence</text>
            <text>     </text>
            <text>3rd level (3 slots): dispel magic, remove curse, sending</text>
            <text>     </text>
            <text>4th level (3 slots): banishment, freedom of movement, guardian of faith</text>
            <text>     </text>
            <text>5th level (3 slots): greater restoration, mass cure wounds, scrying</text>
            <text>     </text>
            <text>6th level (1 slot): heroes&#8217; feast, true seeing</text>
            <text>     </text>
            <text>7th level (1 slot): etherealness, plane shift</text>
            <text>     </text>
            <text>8th level (1 slot): control weather</text>
            <text>     </text>
            <text>9th level (1 slot): true resurrection</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The ki-rin makes three attacks: two with its hooves and one with its horn.</text>
        </action>
        <action>
            <name>Hoof</name>
            <text>Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage.</text>
            <attack>Hoof|9|2d4+5</attack>
        </action>
        <action>
            <name>Horn</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text>
            <attack>Horn|9|2d8+5</attack>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Detect</name>
            <text>The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.</text>
        </legendary>
        <legendary>
            <name>Smite</name>
            <text>The ki-rin makes a hoof attack or casts sacred flame.</text>
        </legendary>
        <legendary>
            <name>Move</name>
            <text>The ki-rin moves up to its half its speed without provoking opportunity attacks.</text>
        </legendary>
        <spells>gaseous form, major image, wind walk, create food and water, light, mending, sacred flame, spare the dying, thaumaturgy, command, cure wounds, detect evil and good, protection from evil and good, sanctuary, calm emotions, lesser restoration, silence, dispel magic, remove curse, sending, banishment, freedom of movement, guardian of faith, greater restoration, mass cure wounds, scrying, heroes' feast, true seeing, etherealness, plane shift, control weather, true resurrection</spells>
        <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
        <environment>coastal, desert, grassland, mountain</environment>
    </monster>
    <monster>
        <name>Kobold Dragonshield</name>
        <size>S</size>
        <type>humanoid (kobold)</type>
        <alignment>lawful evil</alignment>
        <ac>15 (leather armor, shield)</ac>
        <hp>44 (8d6+16)</hp>
        <speed>20 ft.</speed>
        <str>12</str><dex>15</dex><con>14</con><int>8</int><wis>9</wis><cha>10</cha>
        <save></save>
        <skill>Perception +1</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>Common, Draconic</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 165</text>
        </trait>
        <trait>
            <name>Dragon's Resistance</name>
            <text>The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green).</text>
        </trait>
        <trait>
            <name>Heart of the Dragon</name>
            <text>If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.</text>
        </trait>
        <trait>
            <name>Pack Tactics</name>
            <text>The kobold has advantage on an attack roll against a creature if at least one of the kobold&#8217;s allies is within 5 feet of the creature and the ally isn&#8217;t incapacitated.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The kobold makes two melee attacks.</text>
        </action>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|3|1d6+1</attack>
            <attack>Two Handed|2|1d8+1</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Kobold Inventor</name>
        <size>S</size>
        <type>humanoid (kobold)</type>
        <alignment>lawful evil</alignment>
        <ac>12</ac>
        <hp>13 (3d6+3)</hp>
        <speed>30 ft.</speed>
        <str>7</str><dex>15</dex><con>12</con><int>8</int><wis>7</wis><cha>8</cha>
        <save></save>
        <skill>Perception +0</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages>Common, Draconic</languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 166</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <action>
            <name>Sling</name>
            <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.</text>
            <attack>Sling|4|1d4+2</attack>
        </action>
        <action>
            <name>Weapon Invention</name>
            <text>The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:</text>
            <text>     </text>
            <text>1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.</text>
            <text>     </text>
            <text>2. Alchemist&#8217;s fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target&#8217;s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.</text>
            <text>     </text>
            <text>3. Basket of Centipedes. The kobold throws a small basket into a S-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm&#8217;s turns, there's a 50 percent chance that the swarm disperses.</text>
            <text>     </text>
            <text>4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master&#8217;s Guide). Miss: A patch of green slime covers a randomly determined S-foot-square section of wall or floor within 5 feet of the target.</text>
            <text>     </text>
            <text>5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.</text>
            <text>     </text>
            <text>6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.</text>
            <text>     </text>
            <text>7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can&#8217;t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn&#8217;t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can&#8217;t do so again until it finishes a short or long rest.</text>
            <text>     </text>
            <text>8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there&#8217;s a 50 percent chance that the swarm disperses.</text>
            <attack>Acid|4|2d6</attack>
            <attack>Alchemist's Fire|4|1d4</attack>
            <attack>Green Slime Pot|4|</attack>
            <attack>Scorpion on a Stick|4|1+1d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, hill, mountain, underdark, urban</environment>
    </monster>
    <monster>
        <name>Kobold Scale Sorcerer</name>
        <size>S</size>
        <type>humanoid (kobold)</type>
        <alignment>lawful evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>27 (5d6+10)</hp>
        <speed>30 ft.</speed>
        <str>7</str><dex>15</dex><con>14</con><int>10</int><wis>9</wis><cha>14</cha>
        <save></save>
        <skill>Arcana +2, Medicine +1</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>9</passive>
        <languages>Common, Draconic</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 167</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): fire bolt, mage hand, mending, poison spray</text>
            <text>     </text>
            <text>1st level (4 slots): charm person, chromatic orb, expeditious retreat</text>
            <text>     </text>
            <text>2nd level (2 slots): scorching ray</text>
        </trait>
        <trait>
            <name>Sorcery Points</name>
            <text>The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:</text>
            <text>     </text>
            <text>Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell&#8217;s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.</text>
            <text>     </text>
            <text>Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.</text>
        </trait>
        <trait>
            <name>Pack Tactics</name>
            <text>The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn&#8217;t incapacitated.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <spells>fire bolt, mage hand, mending, poison spray, charm person, chromatic orb, expeditious retreat, scorching ray</spells>
        <slots>4, 2</slots>
        <environment>forest, hill, mountain, underdark, urban</environment>
    </monster>
    <monster>
        <name>Korred</name>
        <size>S</size>
        <type>fey</type>
        <alignment>chaotic neutral</alignment>
        <ac>17 (natural armor)</ac>
        <hp>102 (12d6+60)</hp>
        <speed>30 ft., burrow 30 ft.</speed>
        <str>23</str><dex>14</dex><con>20</con><int>10</int><wis>15</wis><cha>9</cha>
        <save></save>
        <skill>Athletics +9, Perception +5, Stealth +5</skill>
        <resist>bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft., tremorsense 120 ft.</senses>
        <passive>15</passive>
        <languages>Dwarvish, Gnomish, Sylvan, Terran, Undercommon</languages>
        <cr>7</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 168</text>
        </trait>
        <trait>
            <name>Command Hair</name>
            <text>The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.</text>
            <text>    A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred&#8217;s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:</text>
            <text>     </text>
            <text>At will: commune with nature, meld into stone, stone shape</text>
            <text>     </text>
            <text>1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto&#8217;s irresistible dance</text>
        </trait>
        <trait>
            <name>Stone Camouflage</name>
            <text>The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
        </trait>
        <trait>
            <name>Stone's Strength</name>
            <text>While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The korred makes two attacks with its greatclub or hurls two rocks.</text>
        </action>
        <action>
            <name>Greatclub</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground.</text>
            <attack>Greatclub|9|1d8+6</attack>
            <attack>On Ground|9|3d8+6</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground.</text>
            <attack>Rock|9|2d8+6</attack>
            <attack>On Ground|9|4d8+6</attack>
        </action>
        <spells>commune with nature, meld into stone, stone shape, conjure elemental, Otto's irresistible dance</spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Kraken Priest</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any evil alignment</alignment>
        <ac>10</ac>
        <hp>75 (10d8+30)</hp>
        <speed>30 ft., swim 30 ft.</speed>
        <str>12</str><dex>10</dex><con>16</con><int>10</int><wis>15</wis><cha>14</cha>
        <save></save>
        <skill>Perception +5</skill>
        <resist>bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>15</passive>
        <languages>any two languages</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 215</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The priest can breathe air and water.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The priest&#8217;s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: command, create or destroy water</text>
            <text>     </text>
            <text>3/day each: control water, darkness, water breathing, water walk</text>
            <text>     </text>
            <text>1/day each: call lightning, Evard&#8217;s black tentacles</text>
        </trait>
        <action>
            <name>Thunderous Touch</name>
            <text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.</text>
            <attack>Thunderous Touch|5|5d10</attack>
        </action>
        <action>
            <name>Voice of the Kraken (Recharges after a Short or Long Rest)</name>
            <text>A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest&#8217;s choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </action>
        <spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
        <slots></slots>
        <environment>coastal, underwater</environment>
    </monster>
    <monster>
        <name>Leucrotta</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>67 (9d10+18)</hp>
        <speed>50 ft.</speed>
        <str>18</str><dex>14</dex><con>15</con><int>9</int><wis>12</wis><cha>6</cha>
        <save></save>
        <skill>Deception +2, Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Abyssal, Gnoll</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 169</text>
        </trait>
        <trait>
            <name>Keen Smell</name>
            <text>The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.</text>
        </trait>
        <trait>
            <name>Kicking Retreat</name>
            <text>If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.</text>
        </trait>
        <trait>
            <name>Mimicry</name>
            <text>The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</text>
        </trait>
        <trait>
            <name>Rampage</name>
            <text>When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The leucrotta makes two attacks: one with its bite and one with its hooves.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.</text>
            <attack>Bite|6|1d8+4</attack>
            <attack>Critical|6|3d8+4</attack>
        </action>
        <action>
            <name>Hooves</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.</text>
            <attack>Hooves|6|2d6+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, grassland</environment>
    </monster>
    <monster>
        <name>Martial Arts Adept</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>16</ac>
        <hp>60 (11d8+11)</hp>
        <speed>40 ft.</speed>
        <str>11</str><dex>17</dex><con>13</con><int>11</int><wis>16</wis><cha>10</cha>
        <save></save>
        <skill>Acrobatics +5, Insight +5, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>13</passive>
        <languages>any one language (usually Common)</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 216</text>
        </trait>
        <trait>
            <name>Unarmored Defense</name>
            <text>While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The adept makes three unarmed strikes or three dart attacks.</text>
        </action>
        <action>
            <name>Unarmed Strike</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:</text>
            <text>     </text>
            <text>&#8226; The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept&#8217;s choice).</text>
            <text>     </text>
            <text>&#8226;The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.</text>
            <text>     </text>
            <text>&#8226;The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept&#8217;s next turn.</text>
            <attack>Unarmed Strike|5|1d8+3</attack>
        </action>
        <action>
            <name>Dart</name>
            <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.</text>
            <attack>Dart|5|1d4+3</attack>
        </action>
        <reaction>
            <name>Deflect Missile</name>
            <text>In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it&#8217;s small enough to hold in one hand and the adept has a hand free.</text>
        </reaction>
        <spells></spells>
        <slots></slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Master Thief</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>16 (studded leather armor)</ac>
        <hp>83 (13d8+26)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>18</dex><con>14</con><int>11</int><wis>11</wis><cha>12</cha>
        <save>Dex +7, Int +3</save>
        <skill>Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>13</passive>
        <languages>any one language (usually Common) plus thieves' cant</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 216</text>
        </trait>
        <trait>
            <name>Cunning Action</name>
            <text>On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.</text>
        </trait>
        <trait>
            <name>Evasion</name>
            <text>If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
        </trait>
        <trait>
            <name>Sneak Attack (1/Turn)</name>
            <text>The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn&#8217;t incapacitated and the thief doesn&#8217;t have disadvantage on the attack roll.</text>
            <attack>Sneak Attack| |4d6</attack>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The thief makes three attacks with its shortsword.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Shortsword|7|1d6+4</attack>
        </action>
        <action>
            <name>Light Crossbow</name>
            <text>Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.</text>
            <attack>Light Crossbow|7|1d8+4</attack>
        </action>
        <reaction>
            <name>Uncanny Dodge</name>
            <text>The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.</text>
        </reaction>
        <spells></spells>
        <slots></slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Maw Demon</name>
        <size>M</size>
        <type>fiend (demon)</type>
        <alignment>chaotic evil</alignment>
        <ac>13 (natural armor)</ac>
        <hp>33 (6d8+6)</hp>
        <speed>30 ft.</speed>
        <str>14</str><dex>8</dex><con>13</con><int>5</int><wis>8</wis><cha>5</cha>
        <save></save>
        <skill></skill>
        <resist>cold, fire, lightning</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>charmed, frightened, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>9</passive>
        <languages>understands Abyssal but can't speak</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 137</text>
        </trait>
        <trait>
            <name>Rampage</name>
            <text>When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.</text>
            <attack>Bite|4|2d8+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Meenlock</name>
        <size>S</size>
        <type>fey</type>
        <alignment>neutral evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>31 (7d6+7)</hp>
        <speed>30 ft.</speed>
        <str>7</str><dex>15</dex><con>12</con><int>11</int><wis>10</wis><cha>8</cha>
        <save></save>
        <skill>Perception +4, Stealth +6, Survival +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>frightened</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>14</passive>
        <languages>telepathy 120 ft.</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 170</text>
        </trait>
        <trait>
            <name>Fear Aura</name>
            <text>Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature&#8217;s next turn.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </trait>
        <trait>
            <name>Light Sensitivity</name>
            <text>While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <trait>
            <name>Shadow Teleport (Recharge 5-6)</name>
            <text>As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it&#8217;s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.</text>
        </trait>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Paralyzed:</text>
            <text>&#8226; A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
            <attack>Claws|4|2d4+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, swamp, urban</environment>
    </monster>
    <monster>
        <name>Mind Flayer Psion</name>
        <size>M</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>15 (breastplate)</ac>
        <hp>71 (13d8+13)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>12</dex><con>12</con><int>19</int><wis>17</wis><cha>17</cha>
        <save>Int +7, Wis +6, Cha +6</save>
        <skill>Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>16</passive>
        <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
        <cr>8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters p. 71</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The mind flayer has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: </text>
            <text>    </text>
            <text>At will: guidance, mage hand, vicious mockery, true strike</text>
            <text>     </text>
            <text>1st-level (4 slots): charm person, command, comprehend languages, sanctuary</text>
            <text>     </text>
            <text>2nd level (3 slots): crown of madness, phantasmal force, see invisibility</text>
            <text>     </text>
            <text>3rd level (3 slots): clairvoyance, fear, meld into stone</text>
            <text>     </text>
            <text>4th level (3 slots): confusion, stone shape</text>
            <text>     </text>
            <text>5th level (2 slots): scrying, telekinesis</text>
        </trait>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Tentacles|7|2d10+4</attack>
        </action>
        <action>
            <name>Extract Brain</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.</text>
            <attack>Extract Brain|7|10d10</attack>
        </action>
        <action>
            <name>Mind Blast (Recharge 5-6)</name>
            <text>The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Mind Blast||4d8+4</attack>
        </action>
        <spells>guidance, mage hand, vicious mockery, true strike, charm person, command, comprehend languages, sanctuary, crown of madness, phantasmal force, see invisibility, clairvoyance, fear, meld into stone, confusion, stone shape, scrying, telekinesis</spells>
        <slots></slots>
        <environment></environment>
    </monster>
    <monster>
        <name>Mindwitness</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>75 (10d10+20)</hp>
        <speed>0 ft., fly 20 ft. (hover)</speed>
        <str>10</str><dex>14</dex><con>14</con><int>15</int><wis>15</wis><cha>10</cha>
        <save>Int +5, Wis +5</save>
        <skill>Perception +8</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>prone</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>18</passive>
        <languages>Deep Speech, Undercommon, telepathy 600 ft.</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 176</text>
        </trait>
        <trait>
            <name>Telepathic Hub</name>
            <text>When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The mindwitness makes two attacks: one with its tentacles and one with its bite.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage.</text>
            <attack>Bite|5|4d6+2</attack>
        </action>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Tentacles|5|4d8+2</attack>
        </action>
        <action>
            <name>Eye Rays</name>
            <text>Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
            <text>     </text>
            <text>1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>     </text>
            <text>2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>     </text>
            <text>3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.</text>
            <text>     </text>
            <text>4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target&#8217;s speed is halved for 1 minute. In addition, the creature can&#8217;t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>     </text>
            <text>5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.</text>
            <text>     </text>
            <text>6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray&#8217;s telekinetic grip until the start of the mindwitness&#8217;s next turn or until the mindwitness is incapacitated.</text>
            <text>    If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
            <text>    </text>
            <text>Incapacitated:</text>
            <text>&#8226; An incapacitated creature can't take actions or reactions.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Psychic Ray| |6d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Morkoth</name>
        <size>M</size>
        <type>aberration</type>
        <alignment>chaotic evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>130 (20d8+40)</hp>
        <speed>25 ft., swim 50 ft.</speed>
        <str>14</str><dex>14</dex><con>14</con><int>20</int><wis>15</wis><cha>13</cha>
        <save>Dex +6, Int +9, Wis +6</save>
        <skill>Arcana +9, History +9, Perception +10, Stealth +6</skill>
        <resist>bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 30 ft., darkvision 120 ft.</senses>
        <passive>20</passive>
        <languages>telepathy 120 ft.</languages>
        <cr>11</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 178</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The morkoth can breathe air and water.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp</text>
            <text>     </text>
            <text>1st level (4 slots): detect magic, identify, shield, witch bolt</text>
            <text>     </text>
            <text>2nd level (3 slots): darkness, detect thoughts, shatter</text>
            <text>     </text>
            <text>3rd level (3 slots): dispel magic, lightning bolt, sending</text>
            <text>     </text>
            <text>4th level (3 slots): dimension door, Evard&#8217;s black tentacles</text>
            <text>     </text>
            <text>5th level (3 slots): geas, scrying</text>
            <text>     </text>
            <text>6th level (1 slot): chain lightning</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage.</text>
            <attack>Bite|6|2d6+2</attack>
        </action>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Tentacles|6|3d8+2</attack>
        </action>
        <action>
            <name>Hypnosis</name>
            <text>The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.</text>
            <text>    </text>
            <text>Charmed:</text>
            <text>&#8226; A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
            <text>    </text>
            <text>&#8226; The charmer has advantage on any ability check to interact socially with the creature.</text>
        </action>
        <reaction>
            <name>Spell Reflection</name>
            <text>If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.</text>
        </reaction>
        <spells></spells>
        <slots></slots>
        <environment>coastal, underwater</environment>
    </monster>
    <monster>
        <name>Mouth of Grolantor</name>
        <size>H</size>
        <type>giant (hill giant)</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>105 (10d12+40)</hp>
        <speed>50 ft.</speed>
        <str>21</str><dex>10</dex><con>18</con><int>5</int><wis>7</wis><cha>5</cha>
        <save></save>
        <skill>Perception +1</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>frightened</conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>Giant</languages>
        <cr>6</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 149</text>
        </trait>
        <trait>
            <name>Mouth of Madness</name>
            <text>The giant is immune to confusion spells and similar magic.</text>
            <text>    On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant&#8217;s turns to determine its action for that turn:</text>
            <text>     </text>
            <text>1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.</text>
            <text>     </text>
            <text>4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.</text>
            <text>     </text>
            <text>6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.</text>
            <text>     </text>
            <text>8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt.</text>
            <attack>Bite|8|3d6+5</attack>
        </action>
        <action>
            <name>Fist</name>
            <text>Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage.</text>
            <attack>Fist|8|3d8+5</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>grassland, hill</environment>
    </monster>
    <monster>
        <name>Necromancer</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>66 (12d8+12)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>12</con><int>17</int><wis>12</wis><cha>11</cha>
        <save>Int +7, Wis +5</save>
        <skill>Arcana +7, History +7</skill>
        <resist>necrotic</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 217</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): chill touch, dancing lights, mage hand, mending</text>
            <text>     </text>
            <text>1st level (4 slots):false life*, mage armor, ray of sickness*</text>
            <text>     </text>
            <text>2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web</text>
            <text>     </text>
            <text>3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*</text>
            <text>     </text>
            <text>4th level (3 slots): blight*, dimension door, stoneskin</text>
            <text>     </text>
            <text>5th level (2 slots): Bigby&#8217;s hand, cloudkill</text>
            <text>     </text>
            <text>6th level (1 slot): circle of death*</text>
            <text>     </text>
            <text>*Necromancy spell of 1st level or higher</text>
        </trait>
        <trait>
            <name>Grim Harvest (1/Turn)</name>
            <text>When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.</text>
        </trait>
        <action>
            <name>Withering Touch</name>
            <text>Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.</text>
            <attack>Withering Touch|7|2d4</attack>
        </action>
        <spells>chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death</spells>
        <slots>4, 3, 3, 3, 2, 1</slots>
        <environment>desert, urban</environment>
    </monster>
    <monster>
        <name>Neogi</name>
        <size>S</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>33 (6d6+12)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>6</str><dex>16</dex><con>14</con><int>13</int><wis>12</wis><cha>15</cha>
        <save></save>
        <skill>Intimidation +4, Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Common, Deep Speech, Undercommon</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 180</text>
        </trait>
        <trait>
            <name>Mental Fortitude</name>
            <text>The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The neogi makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Bite|5|1d6+3+5d6</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.</text>
            <attack>Claws|5|2d4+3</attack>
        </action>
        <action>
            <name>Enslave (Recharges after a Short or Long Rest)</name>
            <text>The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically  charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Charmed:</text>
            <text>&#8226; A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
            <text>    </text>
            <text>&#8226; The charmer has advantage on any ability check to interact socially with the creature.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>hill, underdark</environment>
    </monster>
    <monster>
        <name>Neogi Hatchling</name>
        <size>T</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>11</ac>
        <hp>7 (3d4)</hp>
        <speed>20 ft., climb 20 ft.</speed>
        <str>3</str><dex>13</dex><con>10</con><int>6</int><wis>10</wis><cha>9</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages></languages>
        <cr>1/8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 179</text>
        </trait>
        <trait>
            <name>Mental Fortitude</name>
            <text>The hatchling has advantage on saving throws against being charmed or frightened, and magic can&#8217;t put the hatchling to sleep.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Bite|3|1d4+1+2d6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>hill, underdark</environment>
    </monster>
    <monster>
        <name>Neogi Master</name>
        <size>M</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>71 (11d8+22)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>6</str><dex>16</dex><con>14</con><int>16</int><wis>12</wis><cha>18</cha>
        <save>Wis +3</save>
        <skill>Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
        <passive>13</passive>
        <languages>Common, Deep Speech, Undercommon, telepathy 30 ft.</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 180</text>
        </trait>
        <trait>
            <name>Mental Fortitude</name>
            <text>The neogi has advantage on saving throws against being charmed or frightened, and magic can&#8217;t put the neogi to sleep.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery</text>
            <text>     </text>
            <text>1st&#8212;4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The neogi makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Bite|5|1d6+3+5d6</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.</text>
            <attack>Claws|5|2d4+3</attack>
        </action>
        <action>
            <name>Enslave (Recharges after a Short or Long Rest)</name>
            <text>The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically  charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Charmed:</text>
            <text>&#8226; A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
            <text>    </text>
            <text>&#8226; The charmer has advantage on any ability check to interact socially with the creature.</text>
        </action>
        <spells>eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery, arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant</spells>
        <slots> ,  ,  , 2</slots>
        <environment>hill, underdark</environment>
    </monster>
    <monster>
        <name>Neothelid</name>
        <size>G</size>
        <type>aberration</type>
        <alignment>chaotic evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>325 (21d20+105)</hp>
        <speed>30 ft.</speed>
        <str>27</str><dex>7</dex><con>21</con><int>3</int><wis>16</wis><cha>12</cha>
        <save>Int +1, Wis +8, Cha +6</save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 120 ft.</senses>
        <passive>13</passive>
        <languages></languages>
        <cr>13</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 181</text>
        </trait>
        <trait>
            <name>Creature Sense</name>
            <text>The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature&#8217;s Intelligence score, but can&#8217;t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The neothelid&#8217;s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
            <text>     </text>
            <text>At will: levitate</text>
            <text>     </text>
            <text>1/day each: confusion, feeblemind, telekinesis</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The neothelid has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid&#8217;s turns.</text>
            <text>    If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
            <text>    </text>
            <text>Blinded:</text>
            <text>&#8226; A blinded creature can't see and automatically fails any ability check that requires sight.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Tentacles|13|3d8+8+3d8</attack>
            <attack>Acid Damage| |10d6</attack>
        </action>
        <action>
            <name>Acid Breath (Recharges 5-6)</name>
            <text>The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.</text>
            <attack>Acid Breath | |10d6</attack>
        </action>
        <spells>levitate, confusion, feeblemind, telekinesis</spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Nilbog</name>
        <size>S</size>
        <type>humanoid (goblinoid)</type>
        <alignment>chaotic evil</alignment>
        <ac>13 (leather armor)</ac>
        <hp>7 (2d6)</hp>
        <speed>30 ft.</speed>
        <str>8</str><dex>14</dex><con>10</con><int>10</int><wis>8</wis><cha>15</cha>
        <save></save>
        <skill>Stealth +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>9</passive>
        <languages>Common, Goblin</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 182</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The nilbog&#8217;s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: mage hand, Tasha&#8217;s hideous laughter, vicious mockery 1/day: confusion</text>
        </trait>
        <trait>
            <name>Nilbogism</name>
            <text>Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature&#8217;s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can&#8217;t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.</text>
        </trait>
        <trait>
            <name>Nimble Escape</name>
            <text>The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.</text>
        </trait>
        <action>
            <name>Fool's Scepter</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.</text>
            <attack>Fool's Scepter|4|1d6+2</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Shortbow|4|1d6+2</attack>
        </action>
        <reaction>
            <name>Reversal of Fortune</name>
            <text>In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.</text>
            <attack>Reversal of Fortune| |1d6</attack>
        </reaction>
        <spells>mage hand, Tasha's hideous laughter, vicious mockery, confusion</spells>
        <slots></slots>
        <environment>forest, hill, underdark</environment>
    </monster>
    <monster>
        <name>Orc Blade of Ilneval</name>
        <size>M</size>
        <type>humanoid (orc)</type>
        <alignment>chaotic evil</alignment>
        <ac>18 (chain mail, shield)</ac>
        <hp>60 (8d8+24)</hp>
        <speed>30 ft.</speed>
        <str>17</str><dex>11</dex><con>17</con><int>10</int><wis>12</wis><cha>14</cha>
        <save>Wis +3</save>
        <skill>Insight +3, Intimidation +4, Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Common, Orc</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 183</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <trait>
            <name>Foe Smiter of Ilneval</name>
            <text>The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval&#8217;s Command is available to use, the orc can use it after these attacks.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands.</text>
            <attack>Longsword|5|2d8+3</attack>
            <attack>Two Handed|5|2d10+3</attack>
        </action>
        <action>
            <name>Javelin</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.</text>
            <attack>Javelin|5|1d6+3</attack>
        </action>
        <action>
            <name>Ilneval's Command (Recharges 4-6)</name>
            <text>Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland, hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Orc Claw of Luthic</name>
        <size>M</size>
        <type>humanoid (orc)</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (hide armor)</ac>
        <hp>45 (6d8+18)</hp>
        <speed>30 ft.</speed>
        <str>14</str><dex>15</dex><con>16</con><int>10</int><wis>15</wis><cha>11</cha>
        <save></save>
        <skill>Intimidation +2, Medicine +4, Survival +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Common, Orc</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 183</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): guidance, mending, resistance, thaumaturgy</text>
            <text>     </text>
            <text>1st level (4 slots): bane, cure wounds, guiding bolt</text>
            <text>     </text>
            <text>2nd level (3 slots): augury, warding bond</text>
            <text>     </text>
            <text>3rd level (2 slots): bestow curse, create food and water</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.</text>
            <attack>Claw|4|1d8+2</attack>
        </action>
        <spells>guidance, mending, resistance, thaumaturgy, bane, cure wounds, guiding bolt, augury, warding bond, bestow curse, create food and water</spells>
        <slots>4, 3, 2</slots>
        <environment>mountain, underdark</environment>
    </monster>
    <monster>
        <name>Orc Hand of Yurtrus</name>
        <size>M</size>
        <type>humanoid (orc)</type>
        <alignment>chaotic evil</alignment>
        <ac>12 (hide armor)</ac>
        <hp>30 (4d8+12)</hp>
        <speed>30 ft.</speed>
        <str>12</str><dex>11</dex><con>16</con><int>11</int><wis>14</wis><cha>9</cha>
        <save></save>
        <skill>Arcana +2, Intimidation +1, Medicine +4, Religion +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Common and Orc but can't speak</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 184</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at-will): guidance, mending, resistance, thaumaturgy</text>
            <text>     </text>
            <text>1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good</text>
            <text>     </text>
            <text>2nd level (3 slots): blindness/deafness, silence</text>
        </trait>
        <action>
            <name>Touch of the White Hand</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.</text>
            <attack>Touch of the White Hand|3|2d8</attack>
        </action>
        <spells>guidance, mending, resistance, thaumaturgy, bane, detect magic, inflict wounds, protection from evil and good, blindness/deafness, silence</spells>
        <slots>4, 3</slots>
        <environment>forest, grassland, hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Orc Nurtured One of Yurtrus</name>
        <size>M</size>
        <type>humanoid (orc)</type>
        <alignment>chaotic evil</alignment>
        <ac>9</ac>
        <hp>30 (4d8+12)</hp>
        <speed>30 ft.</speed>
        <str>15</str><dex>8</dex><con>16</con><int>7</int><wis>11</wis><cha>7</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages>Common, Orc</languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 184</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <trait>
            <name>Corrupted Carrier</name>
            <text>When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn&#8216;t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can&#8217;t regain hit points.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Explosion| |4d6</attack>
        </trait>
        <trait>
            <name>Nurtured One of Yurtrus</name>
            <text>The orc has advantage on saving throws against poison and disease.</text>
        </trait>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.</text>
            <attack>Claws|4|1d4+2+1d4</attack>
        </action>
        <action>
            <name>Corrupted Vengeance</name>
            <text>The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland, hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Orc Red Fang of Shargaas</name>
        <size>M</size>
        <type>humanoid (orc)</type>
        <alignment>chaotic evil</alignment>
        <ac>15 (studded leather armor)</ac>
        <hp>52 (8d8+16)</hp>
        <speed>30 ft.</speed>
        <str>11</str><dex>16</dex><con>15</con><int>9</int><wis>11</wis><cha>9</cha>
        <save></save>
        <skill>Intimidation +1, Perception +2, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Common, Orc</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 185</text>
        </trait>
        <trait>
            <name>Cunning Action</name>
            <text>On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.</text>
        </trait>
        <trait>
            <name>Hand of Shargaas</name>
            <text>The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).</text>
        </trait>
        <trait>
            <name>Shargaas's Sight</name>
            <text>Magical darkness doesn&#8217;t impede the orc&#8217;s darkvision.</text>
        </trait>
        <trait>
            <name>Slayer</name>
            <text>In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn&#8217;t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The orc makes two scimitar or dart attacks.</text>
        </action>
        <action>
            <name>Scimitar</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.</text>
            <attack>Scimitar|5|3d6+3</attack>
        </action>
        <action>
            <name>Dart</name>
            <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage.</text>
            <attack>Dart|5|3d4+3</attack>
        </action>
        <action>
            <name>Veil of Shargaas (Recharges after a Short or Long Rest)</name>
            <text>The orc casts darkness without any components. Wisdom is its spellcasting ability.</text>
        </action>
        <spells>darkness</spells>
        <slots></slots>
        <environment>forest, hill, mountain, underdark, urban</environment>
    </monster>
    <monster>
        <name>Ox</name>
        <size>L</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>10</ac>
        <hp>15 (2d10+4)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>10</dex><con>14</con><int>2</int><wis>10</wis><cha>4</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 208</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
            <attack>Charge||2d6</attack>
        </trait>
        <trait>
            <name>Beast of Burden</name>
            <text>The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.</text>
        </trait>
        <action>
            <name>Gore</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Gore|6|1d6+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Quetzalcoatlus</name>
        <size>H</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>13 (natural armor)</ac>
        <hp>30 (4d12+4)</hp>
        <speed>10 ft., fly 80 ft.</speed>
        <str>15</str><dex>13</dex><con>13</con><int>2</int><wis>10</wis><cha>5</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>12</passive>
        <languages></languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 140</text>
        </trait>
        <trait>
            <name>Dive Attack</name>
            <text>If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.</text>
            <attack>Dive Attack||3d6</attack>
        </trait>
        <trait>
            <name>Flyby</name>
            <text>The quetzalcoatlus doesn&#8217;t provoke an opportunity attack when it flies out of an enemy&#8217;s reach.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage.</text>
            <attack>Bite|4|3d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, hill, mountain</environment>
    </monster>
    <monster>
        <name>Quickling</name>
        <size>T</size>
        <type>fey</type>
        <alignment>chaotic evil</alignment>
        <ac>16</ac>
        <hp>10 (3d4+3)</hp>
        <speed>120 ft.</speed>
        <str>4</str><dex>23</dex><con>13</con><int>10</int><wis>12</wis><cha>7</cha>
        <save></save>
        <skill>Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>15</passive>
        <languages>Common, Sylvan</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 187</text>
        </trait>
        <trait>
            <name>Blurred Movement</name>
            <text>Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.</text>
        </trait>
        <trait>
            <name>Evasion</name>
            <text>If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The quickling makes three dagger attacks.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.</text>
            <attack>Dagger|8|1d4+6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Red Guard Drake</name>
        <size>M</size>
        <type>dragon</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d8+21)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>16</str><dex>11</dex><con>16</con><int>4</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist>fire</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Draconic but can't speak it</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 158</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The drake attacks twice, once with its bite and once with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text>
            <attack>Bite|5|1d8+3</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Tail|5|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>mountain, underdark, urban</environment>
    </monster>
    <monster>
        <name>Redcap</name>
        <size>S</size>
        <type>fey</type>
        <alignment>chaotic evil</alignment>
        <ac>13 (natural armor)</ac>
        <hp>45 (6d6+24)</hp>
        <speed>25 ft.</speed>
        <str>18</str><dex>13</dex><con>18</con><int>10</int><wis>12</wis><cha>9</cha>
        <save></save>
        <skill>Athletics +6, Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Common, Sylvan</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 188</text>
        </trait>
        <trait>
            <name>Iron Boots</name>
            <text>While moving, the redcap has disadvantage on Dexterity (Stealth) checks.</text>
        </trait>
        <trait>
            <name>Outsize Strength</name>
            <text>While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn&#8217;t impose disadvantage on its attack rolls.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The redcap makes three attacks with its wicked sickle.</text>
        </action>
        <action>
            <name>Wicked Sickle</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.</text>
            <attack>Wicked Sickle|6|2d4+4</attack>
        </action>
        <action>
            <name>Ironbound Pursuit</name>
            <text>The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <attack>Kick| |3d10+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, hill, swamp</environment>
    </monster>
    <monster>
        <name>Roth&#233;</name>
        <size>L</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>10</ac>
        <hp>15 (2d10+4)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>10</dex><con>14</con><int>2</int><wis>10</wis><cha>4</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <passive>10</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 208</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the roth&#233; moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
            <attack>Charge||2d6</attack>
        </trait>
        <action>
            <name>Gore</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Gore|6|1d6+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>grassland</environment>
    </monster>
    <monster>
        <name>Sea Spawn</name>
        <size>M</size>
        <type>humanoid</type>
        <alignment>neutral evil</alignment>
        <ac>11 (natural armor)</ac>
        <hp>32 (5d8+10)</hp>
        <speed>20 ft., swim 30 ft.</speed>
        <str>15</str><dex>8</dex><con>15</con><int>6</int><wis>10</wis><cha>8</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>10</passive>
        <languages>understands Aquan and Common but can't speak</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 189</text>
        </trait>
        <trait>
            <name>Limited Amphibiousness</name>
            <text>The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.</text>
        </action>
        <action>
            <name>Unarmed Strike</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.</text>
            <attack>Unarmed Strike|4|1d4+2</attack>
        </action>
        <action>
            <name>Piscine Anatomy</name>
            <text>The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:</text>
            <text>     </text>
            <text>Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <text>     </text>
            <text>Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>     </text>
            <text>Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Bite|5|1d4+2</attack>
            <attack>Poison Quills|5|1d6</attack>
            <attack>Tentacle|5|1d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, underwater</environment>
    </monster>
    <monster>
        <name>Shadow Mastiff</name>
        <size>M</size>
        <type>monstrosity</type>
        <alignment>neutral evil</alignment>
        <ac>12</ac>
        <hp>33 (6d8+6)</hp>
        <speed>40 ft.</speed>
        <str>16</str><dex>14</dex><con>13</con><int>5</int><wis>12</wis><cha>5</cha>
        <save></save>
        <skill>Perception +3, Stealth +6</skill>
        <resist>bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages></languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 190</text>
        </trait>
        <trait>
            <name>Ethereal Awareness</name>
            <text>The shadow mastiff can see ethereal creatures and objects.</text>
        </trait>
        <trait>
            <name>Keen Hearing and Smell</name>
            <text>The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
        </trait>
        <trait>
            <name>Shadow Blend</name>
            <text>While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.</text>
            <text>    </text>
            <text>Invisible:</text>
            <text>&#8226; An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.</text>
        </trait>
        <trait>
            <name>Sunlight Weakness</name>
            <text>While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <attack>Bite|5|2d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, hill, swamp</environment>
    </monster>
    <monster>
        <name>Shoosuva</name>
        <size>L</size>
        <type>fiend (demon)</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>110 (13d10+39)</hp>
        <speed>40 ft.</speed>
        <str>18</str><dex>13</dex><con>17</con><int>7</int><wis>14</wis><cha>9</cha>
        <save>Dex +4, Con +6, Wis +5</save>
        <skill></skill>
        <resist>cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>charmed, frightened, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Abyssal, Gnoll, telepathy 120 ft.</languages>
        <cr>8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 137</text>
        </trait>
        <trait>
            <name>Rampage</name>
            <text>When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The shoosuva makes two attacks: one with its bite and one with its tail stinger.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage.</text>
            <attack>Bite|7|4d10+4</attack>
        </action>
        <action>
            <name>Tail Stinger</name>
            <text>Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Paralyzed:</text>
            <text>&#8226; A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Tail Stinger|7|2d8+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>arctic, forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Slithering Tracker</name>
        <size>M</size>
        <type>ooze</type>
        <alignment>chaotic evil</alignment>
        <ac>14</ac>
        <hp>32 (5d8+10)</hp>
        <speed>30 ft., climb 30 ft., swim 30 ft.</speed>
        <str>16</str><dex>19</dex><con>15</con><int>10</int><wis>14</wis><cha>11</cha>
        <save></save>
        <skill>Stealth +8</skill>
        <resist>bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable>cold, fire</vulnerable>
        <immune></immune>
        <conditionImmune>blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious</conditionImmune>
        <senses>blindsight 120 ft.</senses>
        <passive>12</passive>
        <languages>understands languages it knew in its previous form but can't speak</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 191</text>
        </trait>
        <trait>
            <name>Ambusher</name>
            <text>In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.</text>
        </trait>
        <trait>
            <name>Damage Transfer</name>
            <text>While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.</text>
        </trait>
        <trait>
            <name>False Appearance</name>
            <text>While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.</text>
        </trait>
        <trait>
            <name>Keen Tracker</name>
            <text>The slithering tracker has advantage on Wisdom checks to track prey.</text>
        </trait>
        <trait>
            <name>Liquid Form</name>
            <text>The slithering tracker can enter an enemy&#8217;s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <trait>
            <name>Watery Stealth</name>
            <text>While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.</text>
        </trait>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.</text>
            <attack>Slam|5|1d10+3</attack>
        </action>
        <action>
            <name>Life Leech</name>
            <text>One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark, urban</environment>
    </monster>
    <monster>
        <name>Spawn of Kyuss</name>
        <size>M</size>
        <type>undead</type>
        <alignment>chaotic evil</alignment>
        <ac>10</ac>
        <hp>76 (9d8+36)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>11</dex><con>18</con><int>5</int><wis>7</wis><cha>3</cha>
        <save>Wis +1</save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>exhaustion, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>8</passive>
        <languages>understands the languages it knew in life but can't speak</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 192</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn&#8217;t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn&#8217;t function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn&#8217;t regenerate.</text>
        </trait>
        <trait>
            <name>Worms</name>
            <text>If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.</text>
        </action>
        <action>
            <name>Burrowing Worm</name>
            <text>A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target&#8217;s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target&#8217;s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target&#8217;s skin at the end of the target's next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.</text>
            <attack>Claw|6|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, underdark</environment>
    </monster>
    <monster>
        <name>Stegosaurus</name>
        <size>H</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>13 (natural armor)</ac>
        <hp>76 (8d12+24)</hp>
        <speed>40 ft.</speed>
        <str>20</str><dex>9</dex><con>17</con><int>2</int><wis>11</wis><cha>5</cha>
        <save></save>
        <skill></skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages></languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 140</text>
        </trait>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.</text>
            <attack>Tail|7|6d6+5</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland</environment>
    </monster>
    <monster>
        <name>Stench Kow</name>
        <size>L</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>10</ac>
        <hp>15 (2d10+4)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>10</dex><con>14</con><int>2</int><wis>10</wis><cha>4</cha>
        <save></save>
        <skill></skill>
        <resist>cold, fire, poison</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>10</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 208</text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
            <attack>Charge||2d6</attack>
        </trait>
        <trait>
            <name>Stench</name>
            <text>Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature&#8217;s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
        </trait>
        <action>
            <name>Gore</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.</text>
            <attack>Gore|6|1d6+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment></environment>
    </monster>
    <monster>
        <name>Stone Giant Dreamwalker</name>
        <size>H</size>
        <type>giant (stone giant)</type>
        <alignment>chaotic neutral</alignment>
        <ac>18 (natural armor)</ac>
        <hp>161 (14d12+70)</hp>
        <speed>40 ft.</speed>
        <str>23</str><dex>14</dex><con>21</con><int>10</int><wis>8</wis><cha>12</cha>
        <save>Dex +6, Con +9, Wis +3</save>
        <skill>Athletics +14, Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>charmed, frightened</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Common, Giant</languages>
        <cr>10</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 150</text>
        </trait>
        <trait>
            <name>Dreamwalker's Charm</name>
            <text>An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn&#8217;t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant&#8217;s Dreamwalker's Charm for 24 hours.</text>
            <text>    </text>
            <text>Charmed:</text>
            <text>&#8226; A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</text>
            <text>    </text>
            <text>&#8226; The charmer has advantage on any ability check to interact socially with the creature.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two attacks with its greatclub.</text>
        </action>
        <action>
            <name>Greatclub</name>
            <text>Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage.</text>
            <attack>Greatclub|10|3d8+6</attack>
        </action>
        <action>
            <name>Petrifying Touch</name>
            <text>The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.</text>
            <text>    </text>
            <text>Petrified:</text>
            <text>&#8226; A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.</text>
            <text>    </text>
            <text>&#8226; The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; The creature has resistance to all damage.</text>
            <text>    </text>
            <text>&#8226; The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.</text>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +10 to hit, range 60/240 ft, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</text>
            <text>    </text>
            <text>Prone:</text>
            <text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on attack rolls.</text>
            <text>    </text>
            <text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
            <attack>Rock|10|4d10+6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, hill, mountain</environment>
    </monster>
    <monster>
        <name>Storm Giant Quintessent</name>
        <size>H</size>
        <type>giant (storm giant)</type>
        <alignment>chaotic good</alignment>
        <ac>12</ac>
        <hp>230 (20d12+100)</hp>
        <speed>50 ft., fly 50 ft. (hover), swim 50 ft.</speed>
        <str>29</str><dex>14</dex><con>20</con><int>17</int><wis>30</wis><cha>19</cha>
        <save>Str +14, Con +10, Wis +10, Cha +9</save>
        <skill>Arcana +8, History +8, Perception +10</skill>
        <resist>cold; bludgeoning, piercing, and slashing from nonmagical attacks</resist>
        <vulnerable></vulnerable>
        <immune>lightning, thunder</immune>
        <conditionImmune></conditionImmune>
        <senses>truesight 60 ft.</senses>
        <passive>20</passive>
        <languages>Common, Giant</languages>
        <cr>16</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 151</text>
        </trait>
        <trait>
            <name>Amphibious</name>
            <text>The giant can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two Lightning Sword attacks or uses Wind Javelin twice.</text>
        </action>
        <action>
            <name>Lightning Sword</name>
            <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage.</text>
            <attack>Lightning Sword|14|9d6+9</attack>
        </action>
        <action>
            <name>Windjavelin</name>
            <text>The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.</text>
            <attack>Wind Javelin||3d6+9</attack>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature&#8217;s turn. The giant regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Gust</name>
            <text>The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.</text>
        </legendary>
        <legendary>
            <name>Thunderbolt (2 Actions)</name>
            <text>The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.</text>
            <attack>Thunderbolt||4d10</attack>
        </legendary>
        <legendary>
            <name>One with the Storm (3 Actions)</name>
            <text>The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can&#8217;t be targeted by attacks, spells, or other effects. The giant can&#8217;t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.</text>
        </legendary>
        <spells></spells>
        <slots></slots>
        <environment>arctic, coastal, desert, mountain, underwater</environment>
    </monster>
    <monster>
        <name>Swarm of Cranium Rats</name>
        <size>M</size>
        <type>swarm of Tiny beasts</type>
        <alignment>lawful evil</alignment>
        <ac>12</ac>
        <hp>36 (8d8)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>10</con><int>15</int><wis>11</wis><cha>14</cha>
        <save></save>
        <skill></skill>
        <resist>bludgeoning, piercing, slashing</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <passive>10</passive>
        <languages>telepathy 30 ft.</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 133</text>
        </trait>
        <trait>
            <name>Illumination</name>
            <text>As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::</text>
            <text>     </text>
            <text>&#8226; At will: command, comprehend languages, detect thoughts</text>
            <text>     </text>
            <text>&#8226; 1/day each: confusion, dominate monster</text>
        </trait>
        <trait>
            <name>Swarm</name>
            <text>The swarm can occupy another creature&#8217;s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can&#8217;t regain hit points or gain temporary hit points.</text>
        </trait>
        <trait>
            <name>Telepathic Shroud</name>
            <text>The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.</text>
        </trait>
        <action>
            <name>Bites</name>
            <text>Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm&#8217;s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.</text>
            <attack>Bites|5|4d6</attack>
            <attack>Half Hit Points|5|2d6</attack>
        </action>
        <spells>command, comprehend languages, detect thoughts, confusion, dominate monster</spells>
        <slots></slots>
        <environment>underdark, urban</environment>
    </monster>
    <monster>
        <name>Swarm of Rot Grubs</name>
        <size>M</size>
        <type>swarm of Tiny beasts</type>
        <alignment>unaligned</alignment>
        <ac>8</ac>
        <hp>22 (5d8)</hp>
        <speed>5 ft., climb 5 ft.</speed>
        <str>2</str><dex>7</dex><con>10</con><int>1</int><wis>2</wis><cha>1</cha>
        <save></save>
        <skill></skill>
        <resist>piercing, slashing</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained</conditionImmune>
        <senses>blindsight 10 ft.</senses>
        <passive>6</passive>
        <languages></languages>
        <cr>1/2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 208</text>
        </trait>
        <trait>
            <name>Swarm</name>
            <text>The swarm can occupy another creature&#8217;s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can&#8217;t regain hit points or gain temporary hit points.</text>
        </trait>
        <action>
            <name>Bites</name>
            <text>Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm&#8217;s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target&#8217;s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.</text>
            <attack>Bites|0|1d4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>swamp, underdark</environment>
    </monster>
    <monster>
        <name>Swashbuckler</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any non-lawful alignment</alignment>
        <ac>17 (leather armor)</ac>
        <hp>66 (12d8+12)</hp>
        <speed>30 ft.</speed>
        <str>12</str><dex>18</dex><con>12</con><int>14</int><wis>11</wis><cha>15</cha>
        <save></save>
        <skill>Acrobatics +8, Athletics +5, Persuasion +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>10</passive>
        <languages>any one language (usually Common)</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 217</text>
        </trait>
        <trait>
            <name>Lightfooted</name>
            <text>The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.</text>
        </trait>
        <trait>
            <name>Suave Defense</name>
            <text>While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The swashbuckler makes three attacks: one with a dagger and two with its rapier.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.</text>
            <attack>Dagger|6|1d4+4</attack>
        </action>
        <action>
            <name>Rapier</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.</text>
            <attack>Rapier|6|1d8+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>coastal, urban</environment>
    </monster>
    <monster>
        <name>Tanarukk</name>
        <size>M</size>
        <type>fiend (demon, orc)</type>
        <alignment>chaotic evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>95 (10d8+50)</hp>
        <speed>30 ft.</speed>
        <str>18</str><dex>13</dex><con>20</con><int>9</int><wis>9</wis><cha>9</cha>
        <save></save>
        <skill>Intimidation +2, Perception +2</skill>
        <resist>fire, poison</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Abyssal, Common, Orc</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 186</text>
        </trait>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The tanarukk has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The tanarukk makes two attacks: one with its bite and one with its greatsword.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.</text>
            <attack>Bite|7|1d8+4</attack>
        </action>
        <action>
            <name>Greatsword</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.</text>
            <attack>Greatsword|7|2d6+4</attack>
        </action>
        <reaction>
            <name>Unbridled Fury</name>
            <text>In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.</text>
        </reaction>
        <spells></spells>
        <slots></slots>
        <environment>hill, mountain, underdark</environment>
    </monster>
    <monster>
        <name>Thorny</name>
        <size>M</size>
        <type>plant</type>
        <alignment>neutral</alignment>
        <ac>14 (natural armor)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>30 ft.</speed>
        <str>13</str><dex>12</dex><con>13</con><int>2</int><wis>10</wis><cha>6</cha>
        <save></save>
        <skill>Perception +4, Stealth +3</skill>
        <resist>lightning, piercing</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>14</passive>
        <languages></languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 197</text>
        </trait>
        <trait>
            <name>Plant Camouflage </name>
            <text>The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn&#8217;t function at the start of the thorny&#8217;s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn&#8217;t regenerate.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage.</text>
            <attack>Bite|3|2d6+1</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, swamp</environment>
    </monster>
    <monster>
        <name>Tlincalli</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>neutral evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>85 (10d10+30)</hp>
        <speed>40 ft.</speed>
        <str>16</str><dex>13</dex><con>16</con><int>8</int><wis>12</wis><cha>8</cha>
        <save></save>
        <skill>Perception +4, Stealth +4, Survival +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Tlincalli</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 193</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.</text>
            <attack>Longsword. |6|1d8+3</attack>
        </action>
        <action>
            <name>Spiked Chain</name>
            <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can&#8217;t use the spiked chain against another target.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Spiked Chain|6|1d6+3</attack>
        </action>
        <action>
            <name>Sting</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Paralyzed:</text>
            <text>&#8226; A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Sting|6|1d6+3+4d6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert</environment>
    </monster>
    <monster>
        <name>Transmuter</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>40 (9d8)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>11</con><int>17</int><wis>12</wis><cha>11</cha>
        <save>Int +6, Wis +4</save>
        <skill>Arcana +6, History +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any four languages</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 218</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): light, mending, prestidigitation, ray of frost </text>
            <text>     </text>
            <text>1st level (4 slots): chromatic orb, expeditious retreat*, mage armor</text>
            <text>     </text>
            <text>2nd level (3 slots): alter self*, hold person, knock* </text>
            <text>     </text>
            <text>3rd level (3 slots): blink*, fireball, slow*</text>
            <text>     </text>
            <text>4th level (3 slots): polymorph*, stoneskin </text>
            <text>     </text>
            <text>5th level (1 slot): telekinesis*</text>
            <text>     </text>
            <text>*Transmutation spell of 1st level or higher</text>
        </trait>
        <trait>
            <name>Transmuter's Stone</name>
            <text>The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:</text>
            <text>     </text>
            <text>&#8226;Darkvision out to a range of 60 feet</text>
            <text>     </text>
            <text>&#8226;An extra 10 feet of speed while the bearer is unencumbered</text>
            <text>     </text>
            <text>&#8226;Proficiency with Constitution saving throws</text>
            <text>     </text>
            <text>&#8226;Resistance to acid, cold, fire, lightning, or thunder damage (transmuter&#8217;s choice whenever the transmuter chooses this benefit)</text>
            <text>     </text>
            <text>    If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|2|1d6-1</attack>
            <attack>Two Handed|2|1d8-1</attack>
        </action>
        <spells>light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock , blink, fireball, slow, polymorph, stoneskin, telekinesis</spells>
        <slots>4, 3, 3, 3, 1</slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>Trapper</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>unaligned</alignment>
        <ac>13 (natural armor)</ac>
        <hp>85 (10d10+30)</hp>
        <speed>10 ft., climb 10 ft.</speed>
        <str>17</str><dex>10</dex><con>17</con><int>2</int><wis>13</wis><cha>4</cha>
        <save></save>
        <skill>Stealth +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>blindsight 30 ft., darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages></languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 194</text>
        </trait>
        <trait>
            <name>Fake Appearance</name>
            <text>While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Smother</name>
            <text>One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.</text>
            <text>    </text>
            <text>Blinded:</text>
            <text>&#8226; A blinded creature can't see and automatically fails any ability check that requires sight.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Smother| |4d6+3+1d6</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Ulitharid</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>lawful evil</alignment>
        <ac>15 (breastplate)</ac>
        <hp>127 (17d10+14)</hp>
        <speed>30 ft.</speed>
        <str>15</str><dex>12</dex><con>15</con><int>21</int><wis>19</wis><cha>21</cha>
        <save>Int +9, Wis +8, Cha +9</save>
        <skill>Arcana +9, Insight +8, Perception +8, Stealth +5</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <passive>18</passive>
        <languages>Deep Speech, Undercommon, telepathy 2 miles</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 175</text>
        </trait>
        <trait>
            <name>Creature Sense</name>
            <text>The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature&#8217;s intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can&#8217;t be perceived in this manner.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The ulitharid has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Psionic Hub</name>
            <text>If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The ulitharid&#8217;s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:</text>
            <text>     </text>
            <text>At will: detect thoughts, levitate</text>
            <text>     </text>
            <text>1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis</text>
        </trait>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Tentacles|9|4d10+5</attack>
        </action>
        <action>
            <name>Extract Brain</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.</text>
            <attack>Extract Brain|9|10d10</attack>
        </action>
        <action>
            <name>Mind Blast (Recharge 5-6)</name>
            <text>The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <attack>Mind Blast| |4d12+5</attack>
        </action>
        <spells>detect thoughts, levitate, confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift, project image, scrying, telekinesis</spells>
        <slots></slots>
        <environment>underdark</environment>
    </monster>
    <monster>
        <name>Vargouille</name>
        <size>T</size>
        <type>fiend</type>
        <alignment>chaotic evil</alignment>
        <ac>12</ac>
        <hp>13 (3d4+6)</hp>
        <speed>5 ft., fly 40 ft.</speed>
        <str>6</str><dex>14</dex><con>14</con><int>4</int><wis>7</wis><cha>2</cha>
        <save></save>
        <skill></skill>
        <resist>cold, fire, lightning</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>8</passive>
        <languages>understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 195</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage.</text>
            <attack>Bite|4|1d6+2+3d6</attack>
        </action>
        <action>
            <name>Kiss </name>
            <text>The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn&#8217;t advance while the target is in sunlight or the area of a daylight spell; don&#8217;t count that time. When the cursed target&#8217;s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.</text>
        </action>
        <action>
            <name>Stunning Shriek</name>
            <text>The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille&#8217;s next turn. While frightened in this way, a target is stunned. If a target&#8217;s saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
            <text>    </text>
            <text>Stunned:</text>
            <text>&#8226; A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, swamp, underdark</environment>
    </monster>
    <monster>
        <name>Vegepygmy</name>
        <size>S</size>
        <type>plant</type>
        <alignment>neutral</alignment>
        <ac>13 (natural armor)</ac>
        <hp>9 (2d6+2)</hp>
        <speed>30 ft.</speed>
        <str>7</str><dex>14</dex><con>13</con><int>6</int><wis>11</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2, Stealth +4</skill>
        <resist>lightning, piercing</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Vegepygmy</languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 196</text>
        </trait>
        <trait>
            <name>Plant Camouflage </name>
            <text>The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
        </trait>
        <trait>
            <name>Plant Camouflage </name>
            <text>The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn&#8217;t function at the start of the vegepygmy&#8217;s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn&#8217;t regenerate.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn&#8217;t function at the start of the vegepygmy&#8217;s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn&#8217;t regenerate.</text>
        </trait>
        <action>
            <name>Claws </name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text>
            <attack>Claws |4|1d6+2</attack>
        </action>
        <action>
            <name>Sling</name>
            <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.</text>
            <attack>Sling|4|1d4+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, swamp</environment>
    </monster>
    <monster>
        <name>Vegepygmy Chief</name>
        <size>S</size>
        <type>plant</type>
        <alignment>neutral</alignment>
        <ac>14 (natural armor)</ac>
        <hp>33 (6d6+12)</hp>
        <speed>30 ft.</speed>
        <str>14</str><dex>14</dex><con>14</con><int>7</int><wis>12</wis><cha>9</cha>
        <save></save>
        <skill>Perception +3, Stealth +4</skill>
        <resist>lightning, piercing</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>13</passive>
        <languages>Vegepygmy</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 197</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The vegepygmy makes two attacks with its claws or two melee attacks with its spear.</text>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text>
            <attack>Claws|4|1d6+2</attack>
        </action>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (id8+2) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|4|1d6+2</attack>
            <attack>Two Handed|4|1d8+2</attack>
        </action>
        <action>
            <name>Spores (1/Day)</name>
            <text>A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn&#8217;t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>    </text>
            <text>Poisoned:</text>
            <text>&#8226; A poisoned creature has disadvantage on attack rolls and ability checks.</text>
            <attack>Spores| |2d8</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, swamp</environment>
    </monster>
    <monster>
        <name>Velociraptor</name>
        <size>T</size>
        <type>beast</type>
        <alignment>unaligned</alignment>
        <ac>13 (natural armor)</ac>
        <hp>10 (3d4+3)</hp>
        <speed>30 ft.</speed>
        <str>6</str><dex>14</dex><con>13</con><int>4</int><wis>12</wis><cha>6</cha>
        <save></save>
        <skill>Perception +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>13</passive>
        <languages></languages>
        <cr>1/4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 140</text>
        </trait>
        <trait>
            <name>Pack Tactics</name>
            <text>The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor&#8217;s allies is within 5 feet of the creature and the ally isn&#8217;t incapacitated.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The velociraptor makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Bite|4|1d6+2</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.</text>
            <attack>Claws|4|1d4+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland</environment>
    </monster>
    <monster>
        <name>War Priest</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>18 (plate)</ac>
        <hp>117 (18d8+36)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>10</dex><con>14</con><int>11</int><wis>17</wis><cha>13</cha>
        <save>Con +6, Wis +7</save>
        <skill>Intimidation +5, Religion +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>13</passive>
        <languages>any two languages</languages>
        <cr>9</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 218</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:</text>
            <text>     </text>
            <text>Cantrips (at will): light, mending, sacred flame, spare the dying</text>
            <text>     </text>
            <text>1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith</text>
            <text>     </text>
            <text>2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon</text>
            <text>     </text>
            <text>3rd level (3 slots): beacon of hope, crusader&#8217;s mantle, dispel magic, revivify, spirit guardians, water wall</text>
            <text>     </text>
            <text>4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin </text>
            <text>     </text>
            <text>5th level (1 slot): flame strike, mass cure wounds, hold monster</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The priest makes two melee attacks.</text>
        </action>
        <action>
            <name>Maul</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage.</text>
            <attack>Maul|7|2d6+3</attack>
        </action>
        <reaction>
            <name>Guided Strike (Recharges after a Short or Long Rest)</name>
            <text>The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.</text>
        </reaction>
        <spells>light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall, banishment, freedom of movement, guardian of faith, stoneskin , flame strike, mass cure wounds, hold monster</spells>
        <slots>4, 3, 3, 3, 1</slots>
        <environment>desert, urban</environment>
    </monster>
    <monster>
        <name>Warlock of the Archfey</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>11 (14 with mage armor)</ac>
        <hp>49 (11d8)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>13</dex><con>11</con><int>11</int><wis>12</wis><cha>18</cha>
        <save>Wis +3, Cha +6</save>
        <skill>Arcana +2, Deception +6, Nature +2, Persuasion +6</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>charmed</conditionImmune>
        <senses></senses>
        <passive>11</passive>
        <languages>any two languages (usually Sylvan)</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 219</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The warlock&#8217;s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
            <text>     </text>
            <text>At will: disguise self, mage armor (self only), silent image, speak with animals</text>
            <text>     </text>
            <text>1/day: conjure fey</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery</text>
            <text>     </text>
            <text>1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|3|1d4+2</attack>
        </action>
        <reaction>
            <name>Misty Escape (Recharges after a Short or Long Rest)</name>
            <text>In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.</text>
        </reaction>
        <spells>disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</spells>
        <slots> ,  ,  ,  , 3</slots>
        <environment>arctic, forest, mountain, swamp, urban</environment>
    </monster>
    <monster>
        <name>Warlock of the Fiend</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>78 (12d8+24)</hp>
        <speed>30 ft.</speed>
        <str>10</str><dex>14</dex><con>15</con><int>12</int><wis>12</wis><cha>18</cha>
        <save>Wis +4, Cha +7</save>
        <skill>Arcana +4, Deception +7, Persuasion +7, Religion +4</skill>
        <resist>slashing damage from nonmagical attacks not made with silvered weapons</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>any two languages (usually Abyssal or Infernal)</languages>
        <cr>7</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 219</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The warlock&#8217;s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
            <text>     </text>
            <text>At will: alter self, false life, levitate (self only), mage armor (self only), silent image</text>
            <text>     </text>
            <text>1/day each: feeblemind, finger of death, plane shift</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp</text>
            <text>     </text>
            <text>1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire</text>
        </trait>
        <trait>
            <name>Dark One's Own Luck (Recharges after a Short or Long Rest)</name>
            <text>When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll&#8217;s effects occur.</text>
        </trait>
        <action>
            <name>Mace</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.</text>
            <attack>Mace|3|1d6+3d6</attack>
        </action>
        <spells>alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire</spells>
        <slots> ,  ,  ,  , 4</slots>
        <environment>arctic, desert, underdark, urban</environment>
    </monster>
    <monster>
        <name>Warlock of the Great Old One</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>91 (14d8+28)</hp>
        <speed>30 ft.</speed>
        <str>9</str><dex>14</dex><con>15</con><int>12</int><wis>12</wis><cha>18</cha>
        <save>Wis +4, Cha +7</save>
        <skill>Arcana +4, History +4</skill>
        <resist>psychic</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>any two languages, telepathy 30 ft.</languages>
        <cr>6</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 220</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The warlock&#8217;s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
            <text>     </text>
            <text>At will: detect magic, jump, levitate, mage armor (self only), speak with dead</text>
            <text>     </text>
            <text>1/day each: arcane gate, true seeing</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp</text>
            <text>     </text>
            <text>1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch</text>
        </trait>
        <trait>
            <name>Whispering Aura</name>
            <text>At the start of each of the warlock&#8217;s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn&#8217;t incapacitated.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</text>
            <attack>Dagger|5|1d4+2</attack>
        </action>
        <spells>detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch</spells>
        <slots> ,  ,  ,  , 3</slots>
        <environment>arctic, hill, mountain, underdark, urban</environment>
    </monster>
    <monster>
        <name>Warlord</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>any alignment</alignment>
        <ac>18 (plate)</ac>
        <hp>229 (27d8+108)</hp>
        <speed>30 ft.</speed>
        <str>20</str><dex>16</dex><con>18</con><int>12</int><wis>12</wis><cha>18</cha>
        <save>Str +9, Dex +7, Con +8</save>
        <skill>Athletics +9, Intimidation +8, Perception +5, Persuasion +8</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <passive>15</passive>
        <languages>any two languages</languages>
        <cr>12</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 220</text>
        </trait>
        <trait>
            <name>Indomitable (3/Day)</name>
            <text>The warlord can reroll a saving throw it fails. It must use the new roll.</text>
        </trait>
        <trait>
            <name>Survivor</name>
            <text>The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The warlord makes two weapon attacks.</text>
        </action>
        <action>
            <name>Greatsword</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.</text>
            <attack>Greatsword|9|2d6+5</attack>
        </action>
        <action>
            <name>Shortbow</name>
            <text>Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage.</text>
            <attack>Shortbow|7|1d6+3</attack>
        </action>
        <legendary>
            <name>Legendary Actions (3/Turn)</name>
            <text>The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature&#8217;s turn. The warlord regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Weapon Attack</name>
            <text>The warlord makes a weapon attack. </text>
        </legendary>
        <legendary>
            <name>Command Ally</name>
            <text>The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.</text>
        </legendary>
        <legendary>
            <name>Frighten Foe (Costs 2 Actions)</name>
            <text>The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord&#8217;s next turn.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </legendary>
        <spells></spells>
        <slots></slots>
        <environment>urban</environment>
    </monster>
    <monster>
        <name>White Guard Drake</name>
        <size>M</size>
        <type>dragon</type>
        <alignment>unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d8+21)</hp>
        <speed>30 ft., burrow 20 ft., climb 30 ft.</speed>
        <str>16</str><dex>11</dex><con>16</con><int>4</int><wis>10</wis><cha>7</cha>
        <save></save>
        <skill>Perception +2</skill>
        <resist>cold</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>understands Draconic but can't speak it</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 158</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The drake attacks twice, once with its bite and once with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text>
            <attack>Bite|5|1d8+3</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.</text>
            <attack>Tail|5|1d6+3</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>arctic, urban</environment>
    </monster>
    <monster>
        <name>Wood Woad</name>
        <size>M</size>
        <type>plant</type>
        <alignment>lawful neutral</alignment>
        <ac>18 (natural armor, shield)</ac>
        <hp>75 (10d8+30)</hp>
        <speed>30 ft., climb 30 ft.</speed>
        <str>18</str><dex>12</dex><con>16</con><int>10</int><wis>13</wis><cha>8</cha>
        <save></save>
        <skill>Athletics +7, Perception +4, Stealth +4</skill>
        <resist>bludgeoning, piercing</resist>
        <vulnerable>fire</vulnerable>
        <immune></immune>
        <conditionImmune>charmed, frightened</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>14</passive>
        <languages>Sylvan</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 198</text>
        </trait>
        <trait>
            <name>Magic Club</name>
            <text>In the wood woad&#8217;s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).</text>
        </trait>
        <trait>
            <name>Plant Camouflage</name>
            <text>The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn&#8217;t function at the start of the wood woad&#8217;s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn&#8217;t regenerate.</text>
        </trait>
        <trait>
            <name>Tree Stride</name>
            <text>Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The wood woad makes two attacks with its club.</text>
        </action>
        <action>
            <name>Club</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.</text>
            <attack>Club|7|4d4+4</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest</environment>
    </monster>
    <monster>
        <name>Xvart</name>
        <size>S</size>
        <type>humanoid (xvart)</type>
        <alignment>chaotic evil</alignment>
        <ac>13 (leather armor)</ac>
        <hp>7 (2d6)</hp>
        <speed>30 ft.</speed>
        <str>8</str><dex>14</dex><con>10</con><int>8</int><wis>7</wis><cha>7</cha>
        <save></save>
        <skill>Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <passive>8</passive>
        <languages>Abyssal</languages>
        <cr>1/8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 200</text>
        </trait>
        <trait>
            <name>Low Cunning</name>
            <text>The xvart can take the Disengage action as a bonus action on each of its turns.</text>
        </trait>
        <trait>
            <name>Overbearing Pack</name>
            <text>The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart&#8217;s allies is within 5 feet of the target and the ally isn&#8217;t incapacitated.</text>
        </trait>
        <trait>
            <name>Raxivort's Tongue</name>
            <text>The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.</text>
        </trait>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.</text>
            <attack>Shortsword|4|1d6+2</attack>
        </action>
        <action>
            <name>Sling</name>
            <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.</text>
            <attack>Sling|4|1d4+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>hill, underdark</environment>
    </monster>
    <monster>
        <name>Xvart Speaker</name>
        <size>S</size>
        <type>humanoid (xvart)</type>
        <alignment>chaotic evil</alignment>
        <ac>13 (leather armor)</ac>
        <hp>7 (2d6)</hp>
        <speed>30 ft.</speed>
        <str>8</str><dex>14</dex><con>10</con><int>11</int><wis>7</wis><cha>7</cha>
        <save></save>
        <skill>Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <passive>8</passive>
        <languages>Abyssal plus one other language, usually Common or Goblin</languages>
        <cr>1/8</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 200</text>
        </trait>
        <spells></spells>
        <slots></slots>
        <environment></environment>
    </monster>
    <monster>
        <name>Xvart Warlock of Raxivort</name>
        <size>S</size>
        <type>humanoid (xvart)</type>
        <alignment>chaotic evil</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>22 (5d6+5)</hp>
        <speed>30 ft.</speed>
        <str>8</str><dex>14</dex><con>12</con><int>8</int><wis>11</wis><cha>12</cha>
        <save></save>
        <skill>Stealth +3</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune></conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <passive>10</passive>
        <languages>Abyssal</languages>
        <cr>1</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 200</text>
        </trait>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: detect magic, mage armor (self only)</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation</text>
            <text>     </text>
            <text>1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray</text>
        </trait>
        <trait>
            <name>Low Cunning</name>
            <text>The xvart can take the Disengage action as a bonus action on each of its turns.</text>
        </trait>
        <trait>
            <name>Overbearing Pack</name>
            <text>The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart&#8217;s allies is within 5 feet of the target and the ally isn&#8217;t incapacitated.</text>
        </trait>
        <trait>
            <name>Raxivort's Tongue</name>
            <text>The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.</text>
        </trait>
        <action>
            <name>Scimitar</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text>
            <attack>Scimitar|4|1d6+2</attack>
        </action>
        <spells>detect magic, mage armor, burning hands, expeditious retreat, invisibility, scorching ray</spells>
        <slots> , 2</slots>
        <environment>hill, underdark</environment>
    </monster>
    <monster>
        <name>Yeth Hound</name>
        <size>L</size>
        <type>fey</type>
        <alignment>neutral evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>51 (6d10+18)</hp>
        <speed>40 ft., fly 40 ft. (hover)</speed>
        <str>18</str><dex>17</dex><con>16</con><int>5</int><wis>12</wis><cha>7</cha>
        <save></save>
        <skill></skill>
        <resist>bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons</resist>
        <vulnerable></vulnerable>
        <immune></immune>
        <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>understands Common, Elvish, and Sylvan but can't speak</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 201</text>
        </trait>
        <trait>
            <name>Keen Hearing and Smell</name>
            <text>The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
        </trait>
        <trait>
            <name>Sunlight Banishment</name>
            <text>If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can&#8217;t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.</text>
        </trait>
        <trait>
            <name>Telepathic Bond</name>
            <text>While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.</text>
            <attack>Bite|6|2d6+4</attack>
            <attack>Frightened Target|6|2d6+4+4d6</attack>
        </action>
        <action>
            <name>Baleful Baying</name>
            <text>The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound&#8217;s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>forest, grassland, hill</environment>
    </monster>
    <monster>
        <name>Yuan-ti Anathema</name>
        <size>H</size>
        <type>monstrosity (shapechanger, yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>189 (18d12+72)</hp>
        <speed>40 ft., climb 30 ft., swim 30 ft.</speed>
        <str>23</str><dex>13</dex><con>19</con><int>19</int><wis>17</wis><cha>20</cha>
        <save></save>
        <skill>Perception +7, Stealth +5</skill>
        <resist>acid, fire, lightning</resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>17</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>12</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 202</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Anathema Form Only)</name>
            <text>The anathema&#8217;s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: animal friendship (snakes only)</text>
            <text>     </text>
            <text>3/day each: darkness, entangle, fear, haste, suggestion, polymorph</text>
            <text>     </text>
            <text>1/day: divine word</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The anathema has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Ophidiophobia Aura</name>
            <text>Any creature of the anathema&#8217;s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target&#8217;s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn&#8217;t transformed.</text>
        </trait>
        <trait>
            <name>Six Heads</name>
            <text>The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.</text>
        </trait>
        <trait>
            <name>Variant: Acid Slime</name>
            <text>As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage.</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack (Anathema Form Only)</name>
            <text>The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.</text>
        </action>
        <action>
            <name>Claw (Anathema Form Only)</name>
            <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage.</text>
            <attack>Claw|10|2d6+6</attack>
        </action>
        <action>
            <name>Constrict</name>
            <text>Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can&#8217;t constrict another target.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Constrict|10|3d6+6+2d6</attack>
        </action>
        <action>
            <name>Flurry of Bites</name>
            <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6+6) piercing damage plus 14 (4d6) poison damage.</text>
            <attack>Flurry of Bites|10|6d6+6+4d6</attack>
        </action>
        <spells>animal friendship, darkness, entangle, fear, haste, suggestion, polymorph, divine word</spells>
        <slots></slots>
        <environment>desert, forest, underdark</environment>
    </monster>
    <monster>
        <name>Yuan-ti Broodguard</name>
        <size>M</size>
        <type>humanoid (yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>45 (7d8+14)</hp>
        <speed>30 ft.</speed>
        <str>15</str><dex>14</dex><con>14</con><int>6</int><wis>11</wis><cha>4</cha>
        <save>Str +4, Dex +4, Wis +2</save>
        <skill>Perception +2</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>12</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>2</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 203</text>
        </trait>
        <trait>
            <name>Mental Resistance</name>
            <text>The broodguard has advantage on saving throws against being charmed, and magic can&#8217;t paralyze it.</text>
        </trait>
        <trait>
            <name>Reckless</name>
            <text>At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The broodguard makes three attacks: one with its bite and two with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.</text>
            <attack>Bite|4|1d8+2</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text>
            <attack>Claws|4|1d6+2</attack>
        </action>
        <spells></spells>
        <slots></slots>
        <environment>desert, forest, underdark</environment>
    </monster>
    <monster>
        <name>Yuan-ti Malison Type 4</name>
        <size>M</size>
        <type>monstrosity (shapechanger, yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>12</ac>
        <hp>66 (12d8+12)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>14</dex><con>13</con><int>14</int><wis>12</wis><cha>16</cha>
        <save></save>
        <skill>Deception +5, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 96</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: </text>
            <text>    </text>
            <text>    At will: animal friendship (snakes only)</text>
            <text>    3/day: suggestion</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Malison Type</name>
            <text>The yuan-ti has a human form with one or more serpentine tails.</text>
        </trait>
        <trait>
            <name>Variant: Acid Slime</name>
            <text>As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack (Yuan-ti Form Only)</name>
            <text>The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.</text>
        </action>
        <action>
            <name>Bite (Snake Form Only)</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.</text>
            <attack>|5|1d4+3+2d6</attack>
        </action>
        <action>
            <name>Scimitar (Yuan-ti Form Only)</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text>
            <attack>|5|1d6+3</attack>
        </action>
        <action>
            <name>Longbow (Yuan-ti Form Only)</name>
            <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.</text>
            <attack>|4|1d8+2</attack>
        </action>
        <action>
            <name>Variant: Polymorph into Snake (Recharge 6)</name>
            <text>The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell.</text>
        </action>
        <action>
            <name>Variant: Snake Antipathy (Recharge 6)</name>
            <text>The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell.</text>
        </action>
        <action>
            <name>Variant: Sticks to Snakes (Recharge 6)</name>
            <text>The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.</text>
        </action>
        <spells>animal friendship, suggestion</spells>
        <slots></slots>
        <environment></environment>
    </monster>
    <monster>
        <name>Yuan-ti Malison Type 5</name>
        <size>M</size>
        <type>monstrosity (shapechanger, yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>12</ac>
        <hp>66 (12d8+12)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>14</dex><con>13</con><int>14</int><wis>12</wis><cha>16</cha>
        <save></save>
        <skill>Deception +5, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <passive>11</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>3</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters., p. 96</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: </text>
            <text>    </text>
            <text>    At will: animal friendship (snakes only)</text>
            <text>    3/day: suggestion</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Malison Type</name>
            <text>The yuan-ti has a human form covered in scales.</text>
        </trait>
        <trait>
            <name>Variant: Acid Slime</name>
            <text>As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack (Yuan-ti Form Only)</name>
            <text>The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.</text>
        </action>
        <action>
            <name>Bite (Snake Form Only)</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.</text>
            <attack>|5|1d4+3+2d6</attack>
        </action>
        <action>
            <name>Scimitar (Yuan-ti Form Only)</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text>
            <attack>|5|1d6+3</attack>
        </action>
        <action>
            <name>Longbow (Yuan-ti Form Only)</name>
            <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.</text>
            <attack>|4|1d8+2</attack>
        </action>
        <action>
            <name>Variant: Polymorph into Snake (Recharge 6)</name>
            <text>The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell.</text>
        </action>
        <action>
            <name>Variant: Snake Antipathy (Recharge 6)</name>
            <text>The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell.</text>
        </action>
        <action>
            <name>Variant: Sticks to Snakes (Recharge 6)</name>
            <text>The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.</text>
        </action>
        <spells>animal friendship, suggestion</spells>
        <slots></slots>
        <environment></environment>
    </monster>
    <monster>
        <name>Yuan-ti Mind Whisperer</name>
        <size>M</size>
        <type>monstrosity (shapechanger, yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>71 (13d8+13)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>14</dex><con>13</con><int>14</int><wis>14</wis><cha>16</cha>
        <save>Wis +4, Cha +5</save>
        <skill>Deception +5, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
        <passive>12</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 204</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&#8217;t transformed. If it dies, it stays in its current form.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti&#8217;s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: animal friendship (snakes only)</text>
            <text>     </text>
            <text>3/day: suggestion</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Mind Fangs (2/Day)</name>
            <text>The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.</text>
            <attack>Mind Fangs| |3d10</attack>
        </trait>
        <trait>
            <name>Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation</text>
            <text>     </text>
            <text>1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script</text>
        </trait>
        <trait>
            <name>Sseth&#8217;s Blessing</name>
            <text>When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack (Yuan-ti Form Only)</name>
            <text>The yuan-ti makes one bite attack and one scimitar attack.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.</text>
            <attack>Bite|5|1d4+3+2d6</attack>
        </action>
        <action>
            <name>Scimitar (Yuan-ti Form Only)</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text>
            <attack>Scimitar|5|1d6+3</attack>
        </action>
        <spells>animal friendship, suggestion, eldritch blast, friends, message, minor illusion, poison spray, prestidigitation, charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script</spells>
        <slots> ,  , 2</slots>
        <environment>desert, forest, underdark</environment>
    </monster>
    <monster>
        <name>Yuan-ti Nightmare Speaker</name>
        <size>M</size>
        <type>monstrosity (shapechanger, yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>71 (13d8+13)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>14</dex><con>13</con><int>14</int><wis>12</wis><cha>16</cha>
        <save>Wis +3, Cha +5</save>
        <skill>Deception +5, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
        <passive>11</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>4</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 205</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&#8217;t transformed. If it dies, it stays in its current form.</text>
        </trait>
        <trait>
            <name>Death Fangs (2/Day)</name>
            <text>The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.</text>
            <attack>Death Fangs| |3d10</attack>
        </trait>
        <trait>
            <name>Innate Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti&#8217;s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: animal friendship (snakes only) 3/day: suggestion</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation</text>
            <text>     </text>
            <text>1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack (Yuan-ti Form Only)</name>
            <text>The yuan-ti makes one constrict attack and one scimitar attack.</text>
        </action>
        <action>
            <name>Constrict</name>
            <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can&#8217;t constrict another target.</text>
            <text>    </text>
            <text>Grappled:</text>
            <text>&#8226; A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; The condition ends if the grappler is incapacitated.</text>
            <text>    </text>
            <text>&#8226; The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.</text>
            <text>    </text>
            <text>Restrained:</text>
            <text>&#8226; A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</text>
            <text>    </text>
            <text>&#8226; The creature has disadvantage on Dexterity saving throws.</text>
            <attack>Constrict|5|2d6+3</attack>
        </action>
        <action>
            <name>Scimitar (Yuan-ti Form Only)</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text>
            <attack>Scimitar|5|1d6+3</attack>
        </action>
        <action>
            <name>Invoke Nightmare (Recharges after a Short or Long Rest)</name>
            <text>The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature&#8217;s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can&#8217;t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.</text>
            <text>    </text>
            <text>Frightened:</text>
            <text>&#8226; A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</text>
            <text>    </text>
            <text>&#8226; The creature can't willingly move closer to the source of its fear.</text>
            <attack>Nightmare| |2d10</attack>
        </action>
        <spells>animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt</spells>
        <slots> ,  , 2</slots>
        <environment>desert, forest, underdark</environment>
    </monster>
    <monster>
        <name>Yuan-ti Pit Master</name>
        <size>M</size>
        <type>monstrosity (shapechanger, yuan-ti)</type>
        <alignment>neutral evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>88 (16d8+16)</hp>
        <speed>30 ft.</speed>
        <str>16</str><dex>14</dex><con>13</con><int>14</int><wis>12</wis><cha>16</cha>
        <save>Wis +3, Cha +5</save>
        <skill>Deception +5, Stealth +4</skill>
        <resist></resist>
        <vulnerable></vulnerable>
        <immune>poison</immune>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
        <passive>11</passive>
        <languages>Abyssal, Common, Draconic</languages>
        <cr>5</cr>
        <trait>
            <name>Source</name>
            <text>Volo's Guide to Monsters, p. 206</text>
        </trait>
        <trait>
            <name>Shapechanger</name>
            <text>The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&#8217;t transformed. It doesn't change form if it dies.</text>
        </trait>
        <trait>
            <name>Innate Spellcasting (Yuan-ti Form Only)</name>
            <text>The yuan-ti&#8217;s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
            <text>     </text>
            <text>At will: animal friendship (snakes only) 3/day: suggestion</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Poison&#8217;s Disciple (2/Day)</name>
            <text>The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.</text>
            <attack>Poison's Disciple| |3d10</attack>
        </trait>
        <trait>
            <name>Spellcasting (Yuan-ti Farm Only)</name>
            <text>The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
            <text>     </text>
            <text>Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray</text>
            <text>     </text>
            <text>1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch</text>
        </trait>
        <trait>
            <name>Variant: Chameleon Skin</name>
            <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Variant: Shed Skin (1/Day)</name>
            <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
        </trait>
        <action>
            <name>Multiattack (Yuan-ti Form Only)</name>
            <text>The yuan-ti makes two bite attacks using its snake arms.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.</text>
            <attack>Bite|5|1d4+3+2d6</attack>
        </action>
        <action>
            <name>Merrshaulk's Slumber (1/Day)</name>
            <text>The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.</text>
            <text>    </text>
            <text>Unconscious:</text>
            <text>&#8226; An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.</text>
            <text>    </text>
            <text>&#8226; The creature drops whatever it's holding and falls prone.</text>
            <text>    </text>
            <text>&#8226; The creature automatically fails Strength and Dexterity saving throws.</text>
            <text>    </text>
            <text>&#8226; Attack rolls against the creature have advantage.</text>
            <text>    </text>
            <text>&#8226; Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text>
        </action>
        <spells>animal friendship, suggestion, eldritch blast, friends, guidance, mage hand, message, poison spray, command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch</spells>
        <slots> ,  , 2</slots>
        <environment>desert, forest, underdark</environment>
    </monster>
</compendium>
